Grandmaster's Training Dummies

Target Dummies fulfill the same role, but are a little more universally accessible. (Melee had problems with Dr. Boom, since they could find themselves getting blown up by adds.) They also have benefit of not being out in the field. While safe and protected in your capital city, you can fire away until you feel confident in the data you're seeing.


There's a caveat to the dummies, however. Some spells (like Siphon Life) don't seem to give accurate results. Also, since the dummies aren't the specific bosses you'll be fighting, you're not going to get the exact same numbers as you would against the real cheap wow gold. They're intended, after all, characters to practice on, not simulate the actual fights.


If you've been exploring your capital city, you may have noticed something new. Grandmaster's Training Dummies now hang out in the cities, casually waiting for enterprising player characters to come and beat them. (I don't judge their lifestyles, I'm just reporting the facts.) If you're looking at the picture on the right, you're correct in your keen observation -the clever training dummies even carry the flag of your opposing faction.




The dummies are level 80, obviously in preparation for Wrath's release on November 13th. We were fortunate enough to get them in the content patch, but it does lead to a few questions. What are these masochistic constructions for? What is their purpose? Do they give you anything?


Dr. Boom in Netherstorm was a staple of Hunters', Warlocks' and Mages' theorycrafting. The analysts of the communities would park themselves on a crate, and fire away at the goblin. Using AddOns likes Recount, or combat log parsers like WWS, they'd leverage the information to draw conclusions about which damage rotations and talents yielded the best results.

Finding popular builds with TalentChic

As far as the information displayed goes, it seems reasonable to me. I'm a little surprised that Combat is still so dominant with Rogues, given that I've heard Mutilate got significantly buffed. And I'm very surprised that 0/61/0 is the most popular Holy Priest build; I haven't seen people talk about that one very much, and I certainly wouldn't want to be without Meditation. It does drop to only second most popular if I look at raiding Holy Priests. Are your own talent builds popular? Does TalentChic give you any ideas on how to spec cheap wow gold?


Since the patch hit, we've been flooded with requests for cookie-cutter builds for various classes, specs, and roles. We're working on it, but our bloggers only have so many hours in the day (if only haste rating worked in real life). However, I do have a new site to tell you about that might help with these types of questions. TalentChic is a web site that aims to determine what the most popular talent builds are for all nine classes, and it's very well made, in my opinion.


The site makes use of Armory data, so it stays relatively up-to-date. Builds are organized by class and by primary tree, and you can also filter for playstyle (Raid/PvP for instance). Playstyle is determined by what kind of gear the player was raiding when their data was cached, so it's not foolproof (a raider could have been wearing their PvP gear and thus counted as PvP), but it's about as good as can be done with Armory data.

The new Hallow's End title

This, however, is going to be the first holiday after patch 3.02 hits with the Achievement system firmly in place, so you'll be able to track Achievements ingame for the first time (by the way, "Y" is the default hotkey for pulling up your Achievement screen).


Even if you're not interested in the Achievement, you have another reason to participate, at least for the Headless Horseman kills: we're pretty sure his loot table's been updated and expanded, and you'll have a chance at a permanent mount drop.


A lot of folks found the article on planning for the Brewmaster title helpful, so we thought we'd put one together for the upcoming Hallow's End holiday as well. Getting all of the sub-Achievements for the Hallowed Be Thy Name Achievement will reward the title "The Hallowed," but frankly I think this one is going to be a little tougher than the Brewfest one. As with Brewfest, part of the Achievement is going to depend on getting very lucky with a drop, but it's also going to depend on getting lucky with a few other things.




Tags: Hallow

EQ2 Announce the Raising the Banner

advancements

EQII now can run better with more than one CPU and can automatically defeats it.

You can now pay upkeep on your house or guild hall up to 12 weeks in advance.Wall-placed house items now use a different method to stick to the wall that should keep them from disappearing into the world geometry.The payments tab has been renamed to "History" and will now display payments and credits to the escrow account.The deposits tab will only display contributions to the escrow account from players.


GUILD HALLS

Construction of the Guild Halls has been completed. Guilds of qualifying levels can now purchase halls in a variety of locations. Smaller halls can be found in North Qeynos, South Freeport, Kelethin, Neriak, and Gorowyn. Medium halls are found in South Qeynos and North Freeport, and large halls are found off the shores of Antonica and Commonlands. Click on the corresponding doors, or mariner bells on the docks, to access these new structures.

With the work completed on the coastal fortresses in Antonica and Commonlands the involved parties have retired to their cities and the guards have been recalled to the barracks.


MENTORING

Mentoring other players now grants greater achievement reward for the mentor.


0-5 level difference: 0% bonus


6-10 level difference: 50% bonus


11-20 level difference: 100% bonus


21-30 level difference: 150% bonus


31-50 level difference: 200% bonus


51+ level difference: 300% bonus


This bonus is only applied to achievement experience gained through combat or loot items, not through quests or exploration.Mentors will now receive experience when their apprentice has disabled combat experience.

Bruiser

Divide and Conquer should now properly apply hate to the entire encounter.

Fury

Natural Mask should now gray out when casted.

Ranger

Thorny trap should now work properly for evil rangers on pvp servers.

PVP

Illusionists on their epic quest should no longer take lose faction with Freeport when using the Lucan illusion and then removing it.

The additional experience multiplier for PvP kills has been reduced slightly.


ITEMS

Most house items can now be scaled in size, by using shift + mousewheel while moving or placing them. Picking them up again will reset the size to default. Shift and the + and - keys on the numpad also work.You can no longer turn auto consume on while using a griffon or sokokar. Bayle's Amulet and the Trinket of the Venerated Fanatic can now be mounted and used as a house item.


SPELLS

Spells which do not expire have been made uninterruptable. There are some exceptions which include spells which summon pets or have limited uses.


Introduction: A team of dedicated excavators and researchers have begun to uncover a remarkable find in the dunes of Sinking Sands. They have numerous tasks for any recruits willing to help defend the site, excavate relics, maintain their assisting clockworks and provide crafted supplies for the team. They cannot fathom how important this project is and how it is fated to reshape the world of Norrath for years to come!




Tags: EQ2

Fourteen Day Free Trial Announced for the FFXI

Available for download exclusively through File Planet, the new release features the award-winning FINAL FANTASY XI, along with 3 content IDs with which to create characters, that is free to play for 14 days without the need of a credit card! This is the perfect opportunity to get your friends and family to test the waters of Vana'diel alongside you!Final fantasy XI have announced the launch of the "FINAL FANTASY XI 14-Day Free Trial"!




Tags: Final fantasy XI

Level 21-30 Review in Warhammer Online

At around level 22-23 is kind of boring, Leveling in Warhammer is a major grind. The exp bar keeps getting longer and longer but the quest rewards, for the most part, stay about the same. Thankfully, last week Mythic speed up the way the queues in the battleground scenarios work so you can get the lion's share of your experience by killing players, rather than monsters. The Tier 3 scenarios are a lot of fun. The only problem is that only one of them is widely played (at least on my server). Tor Anroc is set inside of an active volcano and the goal is to kill as many players you can while your side controls the "bauble" which ticks off points as long as you control it. The only downside is that as it ticks off points, it also pulsates increasing amounts of damage into the person holding it. Controlling the bauble isn't required to win, but it makes things a little easier. Each kill counts for 10 points, and the bauble is worth a point every few seconds. The first squad to 500 wins. The only thing you need to worry about now is finding better gear.


Mount Gunbad, WAR's lowest level [full-fledged] dungeon, is an ideal place to go to deck yourself out in level 20-30 blue and grape con drops. Pretty much all of the mobs are either champion or hero caliber, so you need at least a full group to take on the more interesting challenges inside. There are a bunch of higher-than-normal exp quests for Gunbad as well, so as long as your healers aren't busy picking mushrooms when they should be keeping people alive, it's a great place to take a break from the everyday grind. The dungeon looting system is the same as public quests, so it's in your best interest to do your best if you want a bigger roll modifier (and a better chance to win something tasty from the golden chest at the end of each stage). Another little twist is that Mt. Gunbad is open to all of the realms, so besides encountering harder than usual monsters, you might run across better built groups of enemy characters also.


Players more or less found that that game is just the same as other MMOs, questing, joining  team and grinding. But after getting some experinence, we can see something exciting, lets take a look at what levels 21-30 had to offer...





Tags: Warhammer Online

Warhammer Online:The new Caledor

Long ago, the tall spires of Caledor were ablaze. Fiery volcanoes dominated the skyline, spewing great plumes of ash-grey smoke high into the air. The skies of ancient Caledor were filled with mighty dragons, and it is these magnificent and terrifying beasts that made Caledor the powerful kingdom that it once was.

When the High Elves of old marched to war, the Dragon Princes of Caledor were among their deadliest instruments. The proud warrior-nobles swooped into the fray astride the backs of their great dragons, laying waste to all in their path. Though few in number, the Dragon Princes wrought terrible destruction on the enemies of Ulthuan.

The origins of the Dragon Princes and their unique bond with the great winged beasts of their homeland lie even further in the past. It was the legendary High Elf Mage Caledor Dragontamer who, using his arcane craft to enchant harnesses forged in the heart of nearby Vaul's Anvil, brought the majestic beasts to heel. Indeed, the province derives its name from this figure of legend.

The Dark Elves have many reasons to despise Caledor. They have suffered the fiery wrath of the dragons in battle, and known defeat at the hands of more than one of the province's heirs. The Witch King greatly desires to see Caledor crushed and its defenders slain to the last. To carry out this task, he has appointed the merciless Beastlord Rakarth, greatest among the Beastmasters of the Druchii.

With an army of fearsome manticores, hydras and black dragons at his command, Rakarth launches a ferocious assault on Caledor, his mind bent on bloody vengeance and conquest.

Elsewhere, battles rage around the Shrines of the Phoenix Kings, great monuments erected long ago to honor those rulers of antiquity who hailed from Caledor. The spiteful Witch King has ordered these statues wrecked to the ground, for these Phoenix Kings of old slew many Dark Elves in ancient wars that neither side has forgotten. For the High Elves, it a point of great honor to protect the shrines and the legacy that they represent.

The din of battle now echoes from every high mountain peak and in every shadow-filled crag in Caledor. The war has come perilously close to the High Elves' capital city of Lothern, and the fighting has intensified on both sides. Though their glory is now long past and their dragons lay in slumber beneath the long-dormant mountains, the warriors of Caledor are still a force to be reckoned with. Under the command of Prince Imrik, leader of the Dragon Princes, the High Elves have marshaled their strength at the fortress of Tor Sethai. The Dark Elves have set their sights on the ancient citadel, and a great battle looms for control of this vital stronghold.




Tags: Warhammer Online

Warhammer Online:The new eataine

The war between the High Elves and their dark kin rages on many fronts, but the invaders are slowly gaining ground in their relentless march toward Lothern. Now, the battle lines have been redrawn yet again, as Prince Tyrion's forces fall back to Eataine to regroup and take on reinforcements. Where they expected to find respite, however, they instead find a very unexpected battle.

While the bulk of his armies engage the High Elves, Malekith strikes a sinister bargain. He invites the marauding hordes of Orcs and Goblins that infest the Old World to join in the conquest of the High Elves' island home. Working in concert with small bands of Dark Elves, the greenskins have cut lumber from the forest of Avelorn and built ramshackle wooden barges to transport their warriors across the Inner Sea to the coast of Eataine, well behind the High Elf positions.


An idyllic and pastoral province of villas, vineyards, and rolling green hills, Eataine is the kingdom to which the nobles of Ulthuan retire to spend their summers. The opulence of Eataine's great manors is unsurpassed in the lands of the High Elves, for Eataine is not only home to some of the greatest poets, scholars and warriors of the Asur, but also to the Phoenix King himself.


The source of Eataine's wealth and prestige is Lothern, a magnificent city-state filled with towers of glittering silver and ringed by plazas of white marble. One of the wonders of the Warhammer world, Lothern is a marvel of High Elf craftsmanship and a sight not soon forgotten by any who visit it.

Lothern is also home to the Phoenix Throne, the prize that is fixed firmly in the mind of Malekith, Witch King of Naggaroth and arch-enemy of the High Elves.


When the proud warriors of the Shining Guard retreat to the supposed safety of Eataine, they find their lands already under siege, and in dire need of aid. As the defenders of Ulthuan rush to confront the savage greenskins, the Dark Elves swarm across the border behind them and begin a gleeful rampage across the countryside.

Flush with victory, the Druchii rush forth into Eataine, greedily laying claim to the spoils of war. Indulging their darkest desires, the twisted Dark Elves burn, loot and pillage at will. Greed leads to petty disputes and treacherous acts, and before long, the spiteful warriors of Naggaroth find themselves embroiled in old rivalries, more concerned with claiming their share of the wealth than with victory in the war. It will take all of the Witch King's merciless strength to organize his forces for one final strike at the heart of the island, and this time, he is determined not to be robbed of victory when the prize is so close at hand.

The Witch King has spent centuries planning and preparing his attack on Ulthuan. Thus far, the great plot has unfolded precisely as envisioned, and all that remains is to drive the High Elves into the sea and break down the walls of Lothern. But even now, when the Phoenix Throne is at last within sight, the Dark Elves' depravity threatens to bring his grand scheme to ruin. Malekith knows all too well that while his followers bicker and plan how best to divide the wealth of Eataine, the High Elves are regrouping.


Though their plight could scarcely be more desperate, the High Elves are not without hope. The excesses of the enemy have bought precious time, and there may yet be a chance to undo the damage Malekith has wrought to the ancient menhirs that channel the magical energies of the vortex. If the balance of magic can be restored, the High Elves will regain their full strength and the tide of battle can at last be turned.




Tags: Warhammer Online

Suspected Arena win trading

For Duane's part, he does say that he plans to stay out of Arenas and stick to battlegrounds, so you'd think that if there were a ton of false positives like him who were turned off from the Arena experience because it wrongly got them in trouble, Arenas wouldn't be nearly as popular as they are. But of course we don't know -there's no oversight on Blizzard's part (and you could argue that there shouldn't be anyway, since it's their game), not to mention that they've got the right, according to the Terms of Use, to ban anyone at any time for any reason without notice anyway. If they were really going overboard, you'd expect them to be losing customers, and that's not the case yet.


Fortunately, this wasn't a permanent ban, and while he did apparently lose some Arena rating and the gear that came with it, his character wasn't too much the worse for wear. A 72-hour ban isn't too big a deal, so Blizzard probably hands those out with much less consideration than a permanent ban anyway. But we're sure Duane isn't the only case out there -as small as the number may be, there's almost definitely other players like him, banned for doing nothing wrong at all.GuamPDN.com ("Guam's complete source!") has an article up by Duane George, who tells his story of woe: he got banned from the game for suspected Arena win trading, and had to deal with 72 hours without the game. Blizzard, obviously, doesn't provide any information on how many players get banned from the game, and it would be even harder to determine the number of false positives out there like Duane: people who didn't do anything wrong but end up getting banned anyway. We've heard stories here of course, but this is a tough area to investigate by its very nature.

Comcast bandwidth limit Behind the scenes

You know what the above does? It makes a healer, who does not want to go not want to go even more. And if this said healer goes? You’re going to die. Because I will spend half the instance chatting on Trillian while your under-geared bear butt runs over proximity mines and you blow yourself to smithereens, or your frontloading mage spam pulls Silk Road Gold aggro and you get one-shot. Because I have suddenly lacked the will to care, and instead harbor a sadistic desire to watch you die.

At that point, I am beyond caring if you think I am a good healer or not. I am beyond caring if you complain or trash me. I am simply there to keep you alive mostly and then let you die for stupid mistakes. I will only rez you because I got a new addon and I want to test it out.


Our friends at BigDownload have a long but interesting feature up about that Comcast bandwidth limit and how it might affect PC gamers like us. Even though they chat with a lot of people higher up in both the ISP and gaming industry, the bottom line hasn't really changed: most people won't be affected by the limit, and if you are, there are things you can do about it. As we determined last time, at max, even if you run WoW 24/7 the entire month, you're still using Cheap Wow Gold only about 5gb, nowhere near enough to trip Comcast's limit. And even if there's a big patch download that comes through, it'll still be a very, very small percentage of people that come anywhere near it. While Comcast may change things in the future, there are a few voices already speaking out against bandwidth caps, including the Entertainment Consumers Association.




Tags: WoW News

Bored with the Wrath of the Lich King

Do you have any unusual World of Warcraft images that are just collecting dust in your screenshots folder? We'd love to see it on Around Azeroth! Sharing your screenshot is as simple as e-mailing aroundazeroth@wowinsider.com with a copy of your shot and a brief explanation of the scene. You could be featured here next!


Remember to include your player name, server and/or guild if you want it mentioned. We strongly prefer full screen shots without the UI showing -use alt-Z to remove it. Please, no more battleground scoreboards.


See, this is the problem with being in the beta. You do all the new content early, then the slate gets wiped clean at release and you're stuck redoing all the same quests for real in live. Virulina, guild leader of on Doomhammer, has apparently decided to skip live entirely. She finished with everything she wanted to see in Wrath during beta, and has now staked out the position of first in line for a possible Emerald Dream expansion. The queue starts behind the big, angry dragon! Any takers?




Tags: Doomhammer, World of warcraft

Where's Shifting Perspectives armor?

This week, I'm going to touch briefly on the changes to tanking changes and bear armor in general, and how they may change the way we view our class.


Last week, I did a brief rundown of the many ways the Feral Druid mechanics are going to change in Patch 3.0 and Wrath of the Lich King.


Oh, and by the way... finding a picture of a slightly stoned-looking bear wasn't as easy as I expected. The lengths I'll go to for a joke!Welcome back, my furry, feathery and barky brothers and sisters!

Paladins buffs by Holy and Protection

First, Righteous Defense now has an 8 second cooldown. It's 15 seconds on live realms, and was 10 seconds previously in the beta. I'm very, very glad this change was made, though it's an example of the 'slippery slope' of homogenizing classes/tanks. Paladins were the only class with a ranged taunt, but now all of the tanks have one. Righteous Defense still taunts multiple mobs, but all of the other tanks had/have AOE taunts as well.


 Righteous Defense mostly lost what made it beautiful compared to the other taunts, so it really needed this buff to not look terrible. I'm glad they did it.


Ghostcrawler just recently posted some good news for both Protection and Holy Paladins. Some of them are simply a matter of convenience, but all of the changes posted were nice little buffs.




Tags: Paladin

Blizz interactive map and schedule

WoW Insider will be covering the event in force. We'll be covering everything we can with live blogging, images and video from the floor, and several other great features. Lots more to come this week!


Read on after the break for a quick look at when all the WoW related events will be happening.On Friday there will be WoW relevant panels about the UI, classes, and artwork. On Saturday there will be panels about WoW PvP, raids %26amp; dungeons, a general Q%26amp;A session, and more class panels. The opening keynote is set to being at 11:00 a.m. PDT on Friday morning.


There are a lot of interesting attractions and events that'll be going on in addition to the slew of vendors that'll be there. There will be several large hands on gaming areas, a charity auction (hopefully some cool things will be presented – we'll be sure to let you know what's there when we find out), a developer signing, some archery, and Blizzard trivia.




Tags: interactive map

Count the number of times cast a certain spell

To kick the count out to the Say chat channel. Naysayers among you may say "well that's pointless," and they're kind of right -it doesn't really matter how many times you cast something, and the macro doesn't do anything else for you besides update a variable to keep track of that number.Xalit is entertaining himself before the expansion by crafting some macros, and he's come up with a pretty clever one that will count the number of times you cast a certain spell.


But it is interesting to see just how many times, say, you pressed the Fireball button during the raid last night, and maybe there is some use for this information somewhere (maybe checking the frequency of use or viability of certain spells or trinkets?). Might be a good macro to have when you want to know more about what you're casting.

Moon Guard hosts Bare Naked Boxing for it

Seems like it's always the Moon Guard folks holding all of these fun player-run events, seems like. If you're running an event or you know about one going down on your server, feel free to drop us a tip, and let us know also if you make it to these things. We're always interested in seeing pictures or videos of player-made events going down. And good luck to the fighters on Moon Guard Thursday night, because you know what they say: If this is your first time to bare naked boxing, you have to get naked and box.


Hagiel, the guild leader of Warriors of Time on the Moon Guard server, is having a birthday this week (happy birthday!), and to celebrate, they're hosting something that sounds awesome: bare naked boxing duels. This Thursday, October 9th, at 6:30pm server (which I believe will leave you enough time to still come out to our meetup later in the evening if you're in Anaheim), they're all meeting in front of Orgrimmar, and it's fight club time. To fuel the festivities, we hear there will be beer and treats also -let me tell you, if you've never gotten drunk in game, taken off all of your clothes and weapons, and gotten in the ring with just your fists, you're missing out.

Crafting System Changing in Age of Conan

Furthermore, alchemy resources are being streamlined, there will be new skinning and weaving recipes, woodcutters will be able to make upgradeable staffs, and all drops related to crafting professions and resources should be easier to come by in a wider level range.


The news came in a post on the forum for the game's test server;


Massively has the details, or you can read the original post copied and pasted onto the regular forum.


Recipes for armour and weapons will now come in base, city and culture versions. Base items are the simplest to make, city items require a guild city, and culture items - easier to make than city pieces - are "high-level lore-related" items for each class, aimed specifically at introducing some more visual variety to the game's avatars. Culture pieces are intended to provide a path to crafting high-level equipment without requiring you to be in an active guild.




Tags: Age of Conan

New Ride System in Atlantis of Angels Online

Today, the Angels Online team is very happy to introduce these new rides for the new expansion to all players.Ride system is one of the signature features of Angels Online. All AO players look forward to getting a unique ride.


About new rides

The Rides' attributes have attracted many players' attention. The Spot Seal for Mages can help players increase Spell Attack and Defense to 120 and quicken Movement Speed by 45%. The Ride Fast Seahorse for fighting system players will increase Rigor by 39, Agility by 22 in addition to the 120 Attack Speed, and 45% Movement Speed bonuses. The Jelly Fish Robot for production system players will help them increase HP by 400 and the weight they can load to 12,000. It is helpful for players' collecting and manufacturing.



How to obtain?

Players can obtain these new rides by defeating BOSSes in the new instances, the Evil Ship and the Lost Region. Meanwhile, the AO team will be holding a series of events for the new expansion and players may obtain new rides if they take part in these events.

Scenes under water

Atlantis used to be a paradise located to the southwest of the kingdom of Eden. After the war between the Angels and the Devils, the kingdom of Atlantis was cast down below the waves.


Therefore, most of the new scenes in the new expansion were built under water and most new rides are underwater animals. Apart from Seals and Seahorses for fighting system players, there are Shark robots which have more powerful attack and defense for production system players, especially the Jelly Fish Robot.




Tags: Angels Online

Changes and fixes to the game servers

Public Quests

The Empire PQ ‘Wagon Defense’: Soldier interaction fixed to avoid exploit where players could click multiple times and get lots of influence.

Further, ‘Wagon Defense’ will no longer get stuck because of objectives spawning in trees.


Instances

The Gunbad instance lockouts will now be 30 minutes instead of 24 hours.

Lost Vale is temporarily closed while Mythic investigate abusable bugs in it.


Abilities

The debuff from %26#8216;Hurt’s Don’t it' will no longer stack with itself.


Monsters

Monsters have been identified that were dropping Destruction items for Order players. These monsters will now drop Order items for Order players.


 This morning, we applied a set of tweaks and changes to our game servers. These were applied silently and no server downtime or client patching was needed to implement them.


Quests

The quest %26#8216;Killing Time' should now allow players to gain credit when killing enemy characters in the Stone Troll Crossing scenario.

Lorcar Perrithan no longer offers the quest %26#8216;Phoenix Gate', please speak with the Uthorin Warscout for a similar quest.

The quest %26#8216;Good Will' is now offered.

WAR billing system will be available

 Everyone who bought the game has 30 days of free access and in addition we have also given extra bonus days for various reasons. Below is a comprehensive list of bonus days allocated to different groups of players:


All Open Beta accounts: 7 bonus days.

Standard Edition Head Start grace period: 7 days.

Collector’s Edition Head Start grace period: 14 days.

All full WAR accounts: 30 days.


At the moment, no subscription is needed to play WAR. In preparation for the start of subscription based game access, we will be opening our billing pages on October 8th. Here you will find all the options you need to choose the length and payment method that suits you. Prepaid cards will be arriving in shops from the 8th as well in support of this.


Following the end of the various free periods granted your account, some of you may receive an email stating that your subscription has ended. In order to continue playing, you’d then need to activate your live licence code on your account in order to activate the 30 free days. If already done successfully, you should not receive such an email. If you do, please contact our Billing Support.

If you haven’t secured a copy of WAR, you will find a comprehensive list of retailers and partners here. Should you have any general questions, please see our FAQ. It is updated regularly and should be the first place to look for information. If additional assistance is needed, our Customer Support teams are also ready to help when contacted via our  Help Form .


These bonus days are cumulative so if you played during Open Beta (7 bonus days) and the Standard Edition Head Start (7 grace period days), you would need to validate your live code today in order to continue playing tomorrow. There is no disadvantage in setting up your subscription well before these days are over as your paid subscription will only start ticking once your bonus days are over.

Galactic Couture Of Alabar

Did you have a certain inspiration for your creation? My inspiration was for me to not have the same old boring looking armour; I wanted to look different.

Was your outfit created for a certain event, combat, or some other reason? Created for combat but has other uses cheap wow gold.


What materials and colors did you use to create your outfit? Armour, with yellow, and purple for my colours.


Send us 1-3 screen shots of your creation and be sure to include the following information, where applicable:



  • Galaxy: What server is this character on?

  • Location: Where does this character normally hang out?

  • Image Design: What's your most requested design and color scheme? Do you have a signature design?

  • Materials: What materials and colors did you use to create your outfit?

  • Inspiration: Did you have a certain inspiration for your creation?

  • Purpose: Was your outfit created for a certain event, combat, or some other reason?

  • Custom Made: Are you for hire? Are you willing to trade or sell your designs to other players?

  • Contact: Your in-game name

  • Forum Handle: What is your forum handle?


Please remember to press CTRL+Shift+H to hide your user interface when you take your screenshots. The image you send us needs to be one of these formats (.bmp/.jpg/.gif) and should be no bigger than 400k. If you have multiple images you may send them as a .zip which should not exceed 1.5mb. Please try to make the screenshots as high quality as possible.


Are you an image designer? Do you make your own clothes or armor? Do you have unique designs and outfits that help you stand out from the rest of the crowd? We want to see them! We are looking for people to send in submissions of their creations so we can show them off to the rest of the galaxy.


SUBMISSION GUIDELINES:


Send the email to starwars@soe.sony.com  and put "Galactic Couture" in the subject line of your email.

Pirates of the Burning Sea offering 14 day Free Trial

"Our 14-day free trial program is an effort to give everyone a taste of Pirates of the Burning Sea game-play," said Russell Williams, CEO of Flying Lab Software. "People are really going to enjoy their experience with us, and I'm excited to welcome these new members into our community!"


Pirates of the Burning Sea is now offering a 14-day free trial that gives full access to Flying Lab Software's seafaring MMO for two weeks.  If you haven't checked out Pirates of the Burning Sea yet, this is your chance to do so.


All you have to do to sign up is visit the free trial page and enter your email address.  Soon after you'll receive an email from Flying Lab with details on how to activate your trial key, get the game, and begin plundering booty in the Caribbean!


Key Features of Pirates of the Burning Sea:


Build, capture, and customize 158 historical ships

Design your own personal flags and customize sail decals

Choose from 3 different styles of combat - deadly and formal Fencing, flashy, dual wielding Florentine or rowdy and treacherous Dirty FightingJoin one of the four loyalties - France, Spain, England or Pirate

Battle other players to control more than 80 conquerable ports in the Caribbean

Explore the world and make a name for yourself in more than 1,000 missions

Vie for power and wealth with the fully player-driven economy




Tags: Pirates of the Burning Sea

Trade margin increase

This was added to the game because we wanted to offer our players more flexibility when trading or helping friends out, without increasing the threat of real-world trading.From today we have doubled (in some cases tripled) the flexibility of the player trade system. All players will notice an increase in the amount they can trade with other players.


This means accounts with fewer than 10 quest points will be able to earn or lose up to 5,000 coins in wealth every 15 minutes from trading, free players will be able to earn a maximum of 10,000 coins every 15 minutes by completing the free quests and members will have access to a maximum of 60,000 coins per 15 minutes if they have 270 quest points. Your trade margin will increase with each quest point after 10 - for example, at 100 quest points you'll have a margin of 24,038 coins, and at 200 quest points you'll have a margin of 45,192 coins.


In other news...


We'd like to remind players that dangerous Clan Wars matches (including the dangerous free-for-all arena) now allow you to pick up some of your opponents' items to replenish your supplies - food, potions, runes and other ammunition - and that there are now NO gravestones in these arenas. This means that you will be unable to recover any items you drop, so only take items you don't mind risking.


Mod Mark

Lead Designer - RuneScape


Note: Currently there are only 269 quest points available in the game, so no player will be able to reach the 60,000 coin margin until our next quest update, scheduled for a few weeks' time. The trade margin does scale up to that, though, so players a few quest points short of 270 will have a trade margin only slightly below it.

Create a Character

Additionally, players on the North American servers will be able to participate inside the virtual City of Heroes world to win prizes during an in game event.


Palit and AMD have partnered with City of Heroes® to offer the "Create a Character" Costume Contest! Now through October 17th players can submit screenshots and bio of their character and be entered into the contest to win great prizes, including award winning Palit video cards and the grand prize of Custom Gaming PC!


Market freefall that Activision Blizzard hit in US

Given that all US game publishers are traded on the NASDAQ, it was unsurprising that they, too, were down across the board. The share price of Activision Blizzard (World of Warcraft, Guitar Hero World Tour), the newly minted biggest third-party publisher on the planet, slid 13.8 percent ($2.26) to end the day at $14.12. Former top dog Electronic Arts (Madden NFL 09) saw $3.63 shaved off of its stock price, ending the day down 9.16 percent at $36 even. THQ (Saints Row 2) lost 7 percent, or $0.87, to close at $11.48, and shares in Take-Two Interactive (Grand Theft Auto IV) lost 4.52 percent ($0.73) to close at $15.43%26#8211;nearly $10 less than its asking price one month ago.


Though the US economy has been listing during 2008, analysts have been touting game stocks as a safe bet. In a May online column for the financial weekly Barron's, Signal Hill Capital Group Senior analyst Todd Greenwald called the game industry "virtually recession-proof." In a piece aired last week, National Public Radio said games' are growing more popular because they offer cost-effective escapism, much like films did during the Great Depression.



Unfortunately, today's massive market loss affected even the most prosperous of publishers. As the Dow Jones industrial average shed a whopping 777.68 points (6.98 percent)%26#8211;the biggest one-day point drop in history%26#8211;the NASDAQ composite index was also clobbered, falling 199.61 points, or 9.14 percent.


But though today's losses in American markets came after the US House of Representatives voted down a $700 billion bailout bill, some game companies overseas were flagging even before the legislative decision. Worst hit was Paris-based Ubisoft (Assassin's Creed), which lost a whopping €12.47 ($17.92) per share in just hours, closing at €45.50 ($65.37) on the Euronext market. Eidos Interactive parent SCi Entertainment (Tomb Raider Underworld) lost £3.75 ($6.75) on the London Stock Exchange, ending the day at £26.75 ($48.16).


Large multinational companies with large game components also suffered. Software giant and Xbox 360 maker Microsoft (Gears of War 2) saw 8.72 percent ($2.39 per share) of its multibillion-dollar market value vanish in a single day, closing at $25.01. On the New York Stock Exchange, PlayStation 3 manufacturer Sony Corp (Resistance 2) shed 5.09 percent ($1.65 per share), ending trading at $30.76.

Interview of Online Games

We've even seen fantasy games show up, such as "Dungeons %26amp; Dragons Online" a property that has been around longer than EverQuest or World of Warcraft yet it didn't reach that mass appeal, why?


John Smedley: A lot of that is a matter of quality too. You have to have some new and something really cool to appeal to people. But there have been a lot of what I would consider high caliber and high quality games that haven��t done terribly well. What it takes to have that extra spark is making sure that you take the time to do the releases right. That is something we��re focused on. We��ve been invested in this game Free Realms since 2005 and we have the best in class for free MMOs. It is coming out in January, and we��re really proud of that.


We've even seen fantasy games show up, such as "Dungeons %26amp; Dragons Online," a property that has been around longer than EverQuest or World of Warcraft yet it didn't reach that mass appeal, why?


John Smedley: A lot of that is a matter of quality too. You have to have some new and something really cool to appeal to people. But there have been a lot of what I would consider high caliber and high quality games that haven't done terribly well. What it takes to have that extra spark is making sure that you take the time to do the releases right. That is something we're focused on. We've been invested in this game Free Realms since 2005 and we have the best in class for free MMOs. It is coming out in January, and we're really proud of that.


What can you tell us about Free Realms?


John Smedley: Free Realms isn't exactly high fantasy. I'd say it is more whimsical fantasy. Think of the movie Shrek, and you wouldn't be too far off. It is that kind of irreverent humor set in a fantasy world. But we still think that high fantasy has a key pillar spot in our company. We want to continue to invest in that, and we are doing so very actively.


Costs are rising in the MMO space, but are we seeing enough players to support the games for the developers to stay profitable?


John Smedley: First and foremost, you have to make great games. But a close second to that is run your business smart and profitably, and that's something we've been doing for many years. We believe very strongly that you have the investment spending with huge negatives. And now I see a lot of venture money going to this space and a lot of it is going into chasing World of Warcraft, and what we should be focusing on is what is the next best thing. Now we've seen some games come in at the low, low cost and there have been some very good examples of that, such as Eve Online. They started very small with that and its grown very well. But I think we'll see the Warhammer Onlines, and the next EverQuests. These are the high budget brands just like there are summer movie blockbusters. I think that is going to be the norm.


Sony's EverQuest was once the most popular, most talked about online role-playing game, but its been eclipsed by World of Warcraft. Do you ever see a way that an EverQuest property can recapture that top spot and regain the crown?


John Smedley: Ever Quest is a franchise that we have a lot of faith in, it's been around 10 years now and we've released "EverQuest 2�� very successfully. We've run both games very profitably, and they've made a lot of money. More importantly they've made a lot of players very happy. So yes, we're investing in the EverQuest franchise for the future. And you'll see more EverQuest games in the future. We liked the look of the crown, and we'd like to put that back on.


So maybe there will be a South Park episode centered around EverQuest?


John Smedley: It is my dream! That was one of the funniest South Park episodes [featuring World of Warcraft], and that might just have been the best South Park episode ever. Look, I'm a fan of what the guys at Blizzard are doing. I'm super impressed with World of Warcraft. So to get on South Park, that and [The Colbert Report], are the dreams.


All the of the most successful MMOs have had a fantasy element. The success of those games is something that not even "Sims Online" or even "Star Wars" could match, so why is the fantasy element such a draw for gamers?


John Smedley: It has more to do with the gameplay in them, and in the case of Star Wars I think that is an IP that can reach millions and millions of people. From our perspective, at least while we were creating, it was a different time and a place. But what we've seen is that gameplay has evolved so quickly to become a bit more of the casual play and less of the super hardcore that we had started with EverQuest. So that's something we're adapting to, and that's why we have [the free upocming MMO] "Free Realms" and we have "DC Universe Online" and why we have The Agency. We're broadening out our demographic to be sure that we have games that fit in a lot of different genres, and therefore appeal to a wider range of gamers. I think it is possible to do big games that don't have to be in the fantasy space.




Tags: Ever Quest, Online Games

WAR Impressions Page 2

 Setting the Pace


Speaking of pacing, I found the pace of Warhammer Online to be absolutely optimal for a game focused around competition. While most massively multiplayer online games are loaded with various time sinks, WAR is chuck full of things to do and easy ways for you to do them. Want to go RvR? Simply jump in a queue. Feel the need to do some PvEing? Go run out and get it done! Want to do both? That's absolutely possible.


On top of all that, the leveling in the game is frenetic. In just a few hours each day, you can easily progress your character up to the midway point with two weeks, and it's entirely possible to move to the high end of the game - the level 40 areas - within a month with only a few hours spent each day. In a game focused on competition, it makes sense to really give players the feeling that they're driving towards a competitive level, and the quick way players earn ranks is a great way to accentuate this competitive environment.







The pace of WAR is very fast; there are lots of things to do.






As an example, at the end of this week of gaming, I had a level 15 Archmage, a level 6 Squig Herder, a level 8 Swordmaster, a level 4 Shaman, and a variety of other characters dotting multiple other servers. And I certainly don't play that often compared to most hardcore gamers; I get in a few hours every few days at most.


Some Frustrations


But all of this fun doesn't mean that there aren't some frustrations with the game. I have to admit that there are a variety of early points in the game where new players can easily become confused and sidetracked with their gaming. That said, tutorial windows aren't always the best option for this sort of thing either. For example, the first time I encountered a public quest, I was eager to see if I could get it completed and see what I would earn. I had heard great things about the public quests, but I was in an area that was devoid of other players. I began grinding through the monsters, only to eventually reach a point where I couldn't complete the quest on my own. It was frustrating to spend all the time plowing through the monsters, only to reach a point where I couldn't get any further simply because of the lack of players online.


I also found that figuring out the crafting system in the game is a relatively touch-and-go sort of experience. Even with my tutorial windows turned on, I never quite figured out how to go about making talismans and the rest of the crafting professions weren't much easier to discern. I'll certainly spend some time looking at this element of the game for my review, but it's hard to make any sort of judgement on a piece of content when a player can't figure out the ropes.

What's Next?


Finally, there are a number of elements that I still need to participate in before I can pen my full review of Warhammer Online. By all accounts, keep sieges seem to be a very enjoyable experience for everyone involved, but they seem to be limited to players that are at least level 20. The high-end RvR game still needs to mature quite a bit before any reviews should be issued, especially with the capital city attacks apparently being the highlight of the Warhammer Online experience.


After that, it's basically trying to get a grasp on whether many of the technical sort of issues of the Warhammer Online experience will be leveled out or not. Server queues and scenario wait times are of particular concern to players, but it's still incredibly early in the game's life span and a few more weeks of maturation are certainly in order.


For all intents and purposes, Warhammer Online looks to be an incredibly enjoyable game. Every player that I've talked to has been really impressed with the RvR experience, and almost every gamer wants to try their hand at multiple classes. If you can judge a game by the "buzz factor" alone, WAR would be winning awards left and right. But what will a few more weeks hold for the game?


Cut Out the Fat


But even as I jumped into and out of various scenarios, I began finding other elements of WAR that were in stark contrast to various elements in other popular MMOGs. After I found my race's war camp, I found that I could instantly fly between the various realms with the click of a button and the short segue of a "flying" cut scene. My bag space grew as I leveled up, giving me more space right when I felt like I needed more bags. Mailboxes litter the landscape and quest hubs are stocked with enormous numbers of quests. Death penalties are basically non-existent. Item degradation does not occur ever. You don't need to sit down to regain health and action points.







Many of the annoying elements of MMOGs have been cut out of WAR, leaving just the quick gameplay.






Yet I didn't even realize that these elements existed until I paused and really took account of what I was doing in the game. The developers really didn't make a big deal of these new elements; there was nothing in the game stating that "You don't need to buy bags!" Instead, the inventory spaces just appear as you level up.


What does this mean for the gamer? As Mark Jacobs said in his exclusive interview with our staff, it really just cuts out all the "annoying" elements that players had gotten used to in their games. Rather than keep these elements in as a "traditional" option, Jacobs and staff cut them out. It was that simple, and it really makes the game feel *much* faster.

Age of Reckoning Impressions In Warhammer Online

Some of you may be expecting me to tell you that Warhammer Online was just that sort of title. Other editors from various media sites have pushed hordes of flowered prose down the throats of their readers telling the various wonders and enjoyable encounters they'd been a part of during their short stints in WAR. Since I've been fairly positive with other titles in the past in my first impressions, it could be assumed that Warhammer Online deserved a heaping pile of praise right from the start.As a long time reviewer of both online and offline games, there's usually a point in the process of the game review where the game reaches above the below average status and begins to earn its stripes as a high quality game. Sometimes a game never reaches that average status, either because of nagging bugs or just a thoroughly unimpressive presentation and gameplay experience. Other titles take a few days to really sink in, with the depth of the control mechanics or competitive playstyles helping push the game into the average or above average status.







WAR did not immediately appeal to my sense of MMO gaming.






But then there are games that instantly appeal to a player. These games - and they are few and far between - come out with all of their guns cocked and loaded, and the player merely has to pull the trigger to be totally enthralled and immersed in a flood of gaming enjoyment.


Frankly, Warhammer Online didn't instantly win my heart. But - and that's an enormous "but" - Warhammer Online has gradually shown me what a studio focused on giving MMO gamers a cooperative *and* competitive experience can really accomplish when both elements of their game are full of novel elements and quality moments. Throughout the rest of my first impressions article, I will attempt to outline how Warhammer Online won me over. Along with that, I'll give some of my favorite elements, some areas that still need improvement, and the bits that still require a bit of exploration on my part before I dole out a full review.



Believing in Competition


After about 45 minutes, I was allowed into my first scenario experience. As a fresh faced new player, I stumbled out into a barren landscape totally unlike the area that I had just come from and watched as other players appeared around me. Eventually, our pre-game timer hit the 00:00 mark and we were unleashed into the world to find and kill our enemies.


To make a long story short, I died early and often, but my experience in the scenario totally changed my view of Warhammer Online. Rather than find myself concerned with whether or not I was earning enough experience to make it to the next "rank" (Editor's Note: Levels in the WAR world), I instead was concerned with how many players I had killed and whether I could increase that number in my next encounter. I was still very much confused with exactly what I should be doing in the world, but the RvR experience was so unlike anything I had ever done in any MMOG before.







Ranks are attained very quickly in WAR.






Not only was I gaining experience as I killed my enemies, but I was also increasing my "renown" within the faction and pushing my name higher up the leader list on the "Realm War" leaderboards. To be honest, I felt an element of gaming that I hadn't experienced - at least truly experienced - in MMOG gaming.


Competition.


Although Ultima Online had plenty of competitive elements and Dark Age of Camelot was built on this sort of competitive gameplay, neither of those games had truly captured the sort of hectic, instant gratification type of competitive gaming that so many players enjoy in games like Halo and Madden NFL Football. Realm versus realm warfare was different, and it instantly took my dark, gloomy thoughts about Warhammer Online and turned them on their ear. The game was built for competition, and the players could feel it as soon as they jumped into their first scenario.


The Beginning of an Epic Journey


Although I'd played Warhammer Online a few times during my trips to the various conventions and conferences, when I first stepped foot into WAR I was relatively inexperienced with the game, especially the PvE side of things. With the vast majority of gamers singing the praises of the classes in the Destruction side of things, I began my time in WAR as a High Elf Swordmaster to get a feel for things. Upon being dropped into the world of WAR, I was given a short fly-by intro that explained my purposes as a High Elf and what my entire race - and the general side of Order - was all fighting against. My sword was tucked at my elbow, my chin was held high, and I was ready to slice up some of the enemies of the light-skinned race of fey folk.







Eventually I found the RvR scenario experience, which completely changed the state of WAR.






Like so many of the modern games, a quick set of tutorial pop-ups seem to appear at every other juncture as you explore throughout the world, and, thinking myself to be the ultimate MMO veteran, I opted to turn these tutorials off. My first initial quests seemed to be of the standard fare, with "kill this" and "find that" to be the overall theme. Basically, I felt the all to familiar "quest grinding" theme coming on, and I settled myself in for the long haul.


However, before I could jump too far into the grind, a item popped up on my screen informing me that I had earned a bit of experience by killing my first Dark Elf, the evil cousins of my High Elf's kin. After clicking on the pop-up, I found my way into the Tome of Knowledge which  informed me that I could kill 25 of these creatures to gain a bit of experience. After exploring the Tome a bit more, I read up on the struggle between the High Elves and the Dark Elves and what it truly meant between these two races. Smiling, I set off to kill a few more of my elven cousins.


Eventually, I found my way down past my initial starting point and acquired a few more "kill this" and "travel to" quests. Along with these quests, I also discovered my first quest that was labeled RvR. Basically, it informed me that I should play through an RvR scenario named "Khaine's Embrace" and come back to the quest giver when I had completed the scenario. I queued myself for the scenario, and set off to complete my other quests in the meantime.




Tags: Warhammer Online

Summer competition in earth

 Congratulations to all of you!

If you’d like to take part in this year’s summer event it couldn’t be simpler! All you need to do is spend some time in Middle-earth. Log in at any point during the week and then answer the question on the competition web page and you’ll be entered into a draw for a chance to win Baggins of prizes.


Not a LOTRO subscriber? No need to worry. You too can participate! All you need is a copy of the 14-day free trial which you can download from www.trylotro.com.


If you want to see previous weeks' winners, please see the following announcements:

Week 1 winners

Week 2 winners

Week 3 winners

Week 4 winners

Week 5 winners

Week 6 winners

Week 7 winners

Spend your summer in Middle-earth is a great, fun and easy competition and you could win some fantastic prizes.


The next lot of names have been drawn from the hat and we can now reveal that the week eight winners of the Summer in Middle-earth competition are:



  • Jérôme Challes, France

  • Cathleen Grünhagen, Germany

  • Javier Martinez, Spain

  • Karsten Hoffmann, Germany

  • Michael Wirth, Germany

  • Bas Diender, Netherlands

  • Sven Scherer, Germany

  • James Murphy, United Kingdom

  • Florian Dietrich, Germany

  • Andreas Weinzinger, Austria


 


Age of Conan the updates coming

Lastly for today (I think I have taken a good deal of your time already, hopefully constructively so!) I also wanted to mention that we‘ve come very far with the DirectX 10 version, which we unfortunately had to keep on internal test-servers for launch. It’s now almost ready for the full test server. Once the next game-play update is out expect to start to see the DX10 functionality coming to the test environment. How long it will take to transition to live will depend on the testing of course, but it’s starting to shape up nicely. Having done some reviews of it internally over the last few weeks I can admit that a few of the features really do give some added visual punch. I know it’s a feature that is long awaited and I can assure you the technical folk here are working flat out to try and get the version in a state where it can be considered for live release.


There are two things on the immediate horizon that will very soon be on the test server for public testing in the shape of Ymir’s Pass and the second stage of the PVP update. There are a couple of things I want to address on these.


Firstly Ymir’s Pass is a large zone and has quite a bit of content to test. This may mean that it stays on the test server through several updates on live. We have the ability not to include a given playfield when we build new versions for live, which means that this testing won’t hold up the release of the other new content and Ymir’s Pass will still get the time on the test server that it needs. We want the experience to be as good as possible for its release and feel the public testing phase is important in that. We hope to be bringing the playfield to the test server shortly, and we all hope you will enjoy the many varied encounters it brings.


Then there is the second stage of the PVP update that brings with it the consequence system. This new system allows for players PVP actions to have real consequences in the world, and it will greatly enhance the entire PvP experience in Conan. As you know the system is meant to bring repercussions for repeated evil behaviour (i.e. killing players outside of your level range), so should you chose to “gank” other players, a whole new gameplay area opens up! For one, it will result in you no longer being welcome in many parts of the game-world, but in its place you will have to rely on a newly arrived network of camps and areas that function with a little more moral ambiguity. This is very true to the essence of the Conan lore, and a change I think many players will find intriguing.




You will be able to access the same services as you can in the “orderly” parts of the world, but you might find your new ‘friends’ have a price for their services. We felt it was very important to make the system as immersive as possible and not just a purely mechanical system on top of the game-world to support PVP. So to that end, these new camps and NPC’s function as a kind of “shady network” for those with more nefarious reputations. Be warned though. It also means that those who hunt for such criminally inclined adversaries might find out where to look for you!


The other new content additions are all shaping up internally, and I’ll let you know the order in which they will appear after Ymir’s in my next letter.


Moving on to some things a little further out I mentioned in my welcome letter that we are working on the itemization and gem systems, as well as how the budgets for character statistics are going to be refined and improved. This is an area I wanted to elaborate on a little in this letter.


One of the issues we have been working on in that regards is the limited budgets that were originally assigned to the in-game items.It was always the intention that Age of Conan would not be a game where items would be the deciding factor in encounters. This meant though that the statistics available for items, and their actual effect on your character, was simply too slim. The items do scale within very limited ranges and have quite a limited effect on your characters abilities, and this I feel we need to do something about. When we sat down and analyzed the way this worked and the impact it had on players actual sense of progression through the game, so we came to the hard choice that something had to change.


With that in mind we have been working hard behind the scenes to prepare for a shift in the range and meaningfulness of character statistics and items. So what exactly does that mean? Well, firstly it does not mean that we are going straight to the other end of the spectrum and making items the ‘be all and end all’ of progression. We will though be making items and statistics more important to your characters.


Currently the items account for a maximum contribution of 25% of your characters total in any given statistic or ability (if you had all the stat modifications available for that statistic equipped, which in itself isn’t always practical). We are aiming to increase that so that your statistics from items contribute closer to 50% (although it will vary slightly from class to class), while also adjusting the formulas so that ability statistics (strength, stamina etc) contribute more meaningfully to your visible abilities, like health and Damage per Second. Items do have an effect on those calculations at the moment, but just in numbers, and that mean it isn’t always all that visible or impactful given the vagaries of an inherently random roll system. The most telling factor is probably that many players felt these statistics were ‘broken’ when in fact they were working correctly, they just didn’t contribute enough of a variance for players to see or feel it properly in combat. Evolving this part of the game is therefore something we deem very important, and something we are actively working on right now.


Next up I wanted to cover two features that were talked about previously that will change significantly from what was originally mentioned, and that’s ‘Powerpoints’ and ‘Kingship’. While both are great concepts I felt that we needed to go back to the drawing board a little with both of them. They will however make an appearance in some form in the future.


The ‘Powerpoints’ type of concept will appear first in some form of loyalty program, although I think we might try and find a more suitably ‘Conanesque’ title for it! (…and yes, for those who have asked in the forums, any loyalty program will in effect be ‘backdated’ and take into account how long you have already been subscribed since launch).


The ‘Kingship’ concept will be taken back for another design round internally, before we announce our plans for building the guild and conflict elements of the game. It’s an area that I believe is key to the ongoing success of any MMO and is an area that we really want to do well. This means that we are taking another look at how to best achieve it. This will include looking at building more, and better guild support functions inside the game. Also we most likely want to include some other forms of ‘lateral progression’ at the same time, an alternate advancement path for max level characters, for example. It is an area that I feel will bring some great new content to the game in the new year, but we have to address it properly and put something in that will have lasting appeal.


Another aspect which has popped up in the forums recently is whether we are going to do a server merge or not, and I can today confirm that we are actively working on an approach to merge servers, both in Europe and North America. It’s important for us to ensure the best gameplay experience for you all, and more healthy populations on each and every server will make sure we maintain healthy communities for the game in the future. Still, there are many complexities involved in this, and we want to ensure that everything happens as fair and streamlined as possible. That work has now started, and we are naturally making sure that guilds and players can get to new servers in the best possible way. We will come back with more info on this, but I hope that this will serve as a positive injection to the social scene in the game.


So what does it mean to the game-play? It means that items will have more varied and more meaningful statistics. Existing items will be modified appropriately and you won’t have to go and find new gear (of course it might mean you want to, once the statistics start to be more meaningful!). We are aiming for the conversion to the new system to feel like players have not lost any relative power in their game-play experience. The key difference will be that if you don’t have your items equipped, or relatively up to date with your level, you will start to notice the difference! We feel this is important for the ongoing progression in the game to be more meaningful andwe are not doing it lightly. It will go through extensive testing and feedback cycles (this letter being the start of that part of the process!). We genuinely want to ensure that we have the ability to deliver a much more meaningful feeling of progression and achievement for players, but without going too far away from the action elements that makes the unique combat system what it is.


It is currently coming together internally and will require a good deal of testing at our end. We will be letting you all know when the new system is ready for public testing. In the meantime your feedback will be an important part of the process, so please feel free to give your initial thoughts and reactions. I am certain that this change will improve the overall gameplay experience, and that items dropping from encounters will matter more than it currently does.




Tags: Age of Conan