SWTOR Jedi and Sith change profile expansion Samurai

There is a friendly PSA Star Wars: The Old Republic players: Do not become a fallen knight imperial expansion coming, you ignored, each class received a significant change in the fact that the big ticket game update function, so consumption of 4.0 hit this year October.

Jedi and Sith Warrior class change blog today, highlighting the theme of new skills: “We want to increase the liquidity of these powerful combatants, to enable them to realize their full potential on the battlefield, and let them more difficult to kite new Knight / warrior Ability – sword Blitz / bolted – emphasize the design intent, and Knight / warrior players will find that they are more easily stay in the target in the battle, but. ”

Shireen gave a cry of delight. Even Cressen had to admit the bird made an impressive sight, white as snow and larger than any hawk, with the bright black eyes that meant it was no mere albino, but a truebred white raven of the Citadel. Here, he called. The raven spread its wings, leapt into the air, and flapped noisily across the room to land on the table beside him.
Speaking of Sith warriors, BioWare released the case type personal stories, players spoiler laden Summary To create an instant stage 60 to extend. We said that it has a lot of spoilers? Because it is exactly the same.


This post is the first in a two-part series for Blaugust 2015. Check out tomorrow’s sequel on “MMOs we don’t like but never played”!

The trouble with MMORPGs is that player engagement tends to be mutually exclusive of other titles. Many of us cannot or do not want to invest in more than one MMO longterm nor do we wish to pay for several subscriptions simultaneously. I have found a mixture of one sub-MMO and one b2p/f2p-MMO to be quite enjoyable in the past, especially when two titles really complement each other well but truthfully, I still long to immerse myself as much as possible into that one game.

That also means sooner or later, we have to leave some MMOs behind and they’re not always games we disliked or got bored of. Sometimes our timing just wasn’t right and we were late to the party. Sometimes we miss the community from other MMOs or we just can’t put up with a single but essential aspect, such as the graphics.

My absolute favorite MMORPG that I am not playing anymore is LOTRO. In fact, I would go as far as naming LOTRO among my top 5 MMOs of all time. Possibly even top 3. I came late to LOTRO in 2013, joining the inofficial EU RP server Laurelin. I stuck to it for about 6 months, joined a fellowship, did all the content up to Moria and the dreaded mid-40ies EXP grind. The world blew my mind and remains one of my favorite virtual places to this day. For all its flaws and oldschoolness, LOTRO excels in immersion, world building/feeling and travel, one of the most precious and precarious things to capture in MMOs.

I’ve written about the music and sound effects as part of this accomplishment as well as the significance of scale or realistic armor design. It’s the subtle things that create immersion in MMOs. Other than that, Middle-Earth is just one heck of a beautiful place to visit and enjoy the turning of the seasons (between zones) and the fading light at dusk.

In the end I felt lonely; after leaving my longtime WoW community, I was unable to reconnect with people in my subsequent MMO attempts. LOTRO is not the most beginner-friendly game either. Soon I was overwhelmed by different types of grind while also really disliking the slow, stationary combat.

But I will never forget my time playing and listening to music in the Prancing Pony, the claustrophobia of the Old Forest before finding Tom Bombadil or the sound of my horse’s clippity clop over Bree’s merry cobblestrone streets. Some moments in MMOs are forever, no matter if we stick with a game or not.


Summer has finally found its way to my place which is why this week was generally dedicated to sudden-heat-lethargy and watching E3 streams until late, late into the night. Morning really. And how much fun that was when my entire twitterverse was watching the big Sony reveal this last Tuesday “together” – booing (who cares about the PS Vita?), cheering and mostly snickering for good reason.

It wasn’t hard to leverage on Microsoft’s recent lapses in regard to their Xbox ONE policies and general marketing angle, but Sony literally crushed their direct competitor at this year’s E3 in the notable absence of a Nintendo conference, leaving out nothing and taking shameless stabs at what the vocal public conceived as MS’ greatest transgressions. Sharing and always-online DRM issues aside, MS seemed to try appeal to a surprisingly limited demography and didn’t blow anyone away hoping for at least some diversity in terms of game leads in upcoming launch titles – an oversight that led Spinks to coin the term “XBrone”. E3 female protagonist spotlights: MS: zero / Sony: two.

Sony started their two-hour press conference stating how their target audience were video gamers first and foremost. From there, everything was a well-orchestrated and calculated effort of showing why the PS4 was the more appealing (and affordable) product for a wider gaming audience – men, women, casuals, hardcores, offliners, onliners, indie game lovers. And that last point makes a lot of sense; who in their right mind would leave the rising indie game market to platforms like Steam without a fight?

Sony delivered a political masterpiece at this E3, quick and not so subtle. Yet, as pointed out in this interesting article on buzzfeed, some of the fanboyism stirred by the console staredown feels gravely out of proportion. It bears reading the fine-print in Sony’s press conference. The PS4 isn’t marketed the way it is because they’re trying to win the BFF contest. In the end, we’re dealing with companies looking to maximize profits or as the article states “Sony versus Microsoft is not good versus evil. It’s money versus money”. To believe the XBox ONE is “done” at this point would be naive as we’re only standing at the beginning of a years-to-come battle for market shares. All the while, Nintendo is smiling because they’re likely going to “win” again anyway.

All that said, if I was to buy a next-generation console, it would most definitely be the PS4. As a commenter at buzzfeed observed, the PS4 is positioning itself as a diverse platform with a spirit for art and smaller projects (need I say Journey?) while being more inclusive to mature titles. Also: Square-Enix and Last Guardian hoping!

ArenaNet continue their ludicrous speed of releasing new mini-content and sadly also their penchant for inconsistent quality. Between wacky Halloween and a rather sobering Lost Shores event, the great Living Story and back-to-more-Karkas Darksun Cove update, I find myself presented with a lot more of the same at Dragon Bash and horribly mislead by what sounded like such an exciting new addition to the game. More mighty dragons to shoot down from the sky – more massive outdoor content? YES please! No?

This leads me to formulate the following GW2 events formula: a ton of achievements which can be finished in one or two days, more slightly frustrating arena-based minigames, random drops of something in a box, oh and back items and weapon skins! I can barely restrain myself. Also, dragon piñatas – now where have I heard that before?

Trion have officially given their free-to-play debut this June 12th and much will yet be discussed about how well they’ve made the switch, implemented ingame shops and most importantly, just how much (or how) that changes the general direction of the game – because that was going so well before. Positive as I remain on this matter, I’d like to think that not all that much will change for Telara as we’ve also seen with other MMOs going F2P half-way through in the past (as opposed to MMOs actually designed around the concept).

Belghast is one of the first to comment on his “new” Rift experiences and a rather enthusiastic early adopter by the looks. No doubt there are right and wrong ways to realize F2P in MMOs and as someone who wants to see games like Rift survive rather than disappear from the face of the market, I hope more people will follow in his general footsteps.

Why We Like the Tribal Wars Mentoring System

One of the biggest hurdles for players in an online game is the learning curve. Some games are relatively easy to pick up while others are more difficult. One genre that can frustrate new players is the strategy mmo. While some of these browser games offer some basic tutorials, many players find themselves flailing in the dark and may come to regret some of their initial choices when building their online kingdom. Luckily for those players, Tribal Wars is making a concerted effort to help them by teaming them up with more experienced players to show them the ropes. Let’s go over the reasons why we like the Tribal Wars mentoring system.

So how does the Tribal Wars mentoring system work? Well, experienced players can sign up to become a mentor. They are then shown a list of suggested apprentices that they can help guide along in the game. A mentor can have up to three different apprentices at one time. Conversely, a player who signs up as an apprentice can search for a mentor. Either way, the choice to enter into a mentoring relationship is up to the players. An apprentice can reject a suggested mentor as long as they cite a reason for doing so. The mentor then can look over their apprentice’s village and then assign quests, such as raising the apprentice’s Timber Camp from level one to level three. When the quest is concluded, both the mentor and apprentice get a small reward. Both sides can also freely communicate with one another. Once the apprentice has conquered his second village, he ceases to be an apprentice. Also, apprentices can rate their mentors, which helps other potential apprentices determine if that specific mentor is helpful or not.

So why do we like the Tribal Wars mentoring system? The most obvious reason is that it helps new players learn the tricks of the no download mmorpg and to become more comfortable playing it. Since the mentor can view the apprentice’s village, they can see what areas need to be worked on and assign quests accordingly to the apprentice. As the mentor is more experienced in the game, they will know what assets will be needed as the apprentice gains in power and strikes out to conquer other areas. Such guidance can be invaluable as the mentor can help the apprentice navigate some pitfalls that they may fall sway to. One type of asset may look powerful and important, but the mentor may know that such an asset is virtually worthless early in the game and only becomes vital much later on. They can then direct the apprentice to build up the necessary components needed to make their village secure and prosperous before they branch out to other projects for development.

Another feature of the Tribal Wars mentoring system that we like is that the game works to pair apprentices and mentors by proximity and by experience. A total nebwie to the game will be paired off with a mentor that has a good amount of achievements. Proximity is important as the game seeks to pair players who live within the same country or are reasonably close to one another. This facet of the system negates the dreaded time difference that can plague most online games. If your mentor is already in bed and asleep before you log on, how can you talk to them in chat to solicit their advice? The answer, of course, is that you can’t. It’s also interesting that mentors and apprentices cannot be of the same tribe or be friends within the game. This makes sure that the mentoring system isn’t abused by one tribe in order to gain an advantage over another. Of course, there’s nothing to stop the players from becoming friends once the mentoring is done.

Lastly, we like the Tribal Wars mentoring system because it’s voluntary. Players choose to become a mentor and an apprentice, and both sides must agree to enter the relationship. An apprentice can choose to leave the mentor if they feel that the mentor is not helping them, and they can reflect that view by the rating that they give the mentor. This ensures that mentors don’t neglect their duties and ignore their apprentices. A mentor can dismiss an apprentice if that player has gone inactive, which is handy as players tend to come and go quite a bit in strategy-based browser games.

Overall, the mentoring system in Tribal Wars allows experienced players to help out new ones, and both sides gain some tangible benefits from doing so. Players are not forced to accept a choice that they don’t agree with, and the game goes to great lengths to ensure that apprentice and mentor reside in the same country or are reasonably close. Such a system cuts down on the learning curve frustration that many new players experience when jumping into a strategy rts game. It’s too bad that very few games offer such a program for their players.

Should EVE Online Create a Fresh Start Server?

A bit of false news recently gave EVE Online players something to talk about. A site put up an image that purported to show that the developers of the sci-fi online rpg were planning on creating a new server for players to start from scratch. The bait was taken and the topic found itself being discussed across multiple websites. In the end, sharp-eyed people noted that the original story first appeared on a satirical website and was shown to be utterly false. Still, the idea of an EVE Online fresh start server is an intriguing one, and there are both positive and negative aspects to such an idea. Should EVE Online create a fresh start server?

In the screenshot purportedly showing the EVE Online fresh start server idea (shown above), there are some reasons given why such a server would be attractive. The reasons given are that it will attract new players who are discouraged by the skill point gap, and that such a server will allow new corporations and alliances to form and give different players a chance to hold their own sovereignty. To be honest, those are two damn good reasons for creating a new server (albeit that there would be repercussions for doing so).

Let’s look at some of the benefits of creating an EVE Online fresh start server. The main reason is that it would likely attract new players to the mmorpg. EVE Online has a notorious learning curve that is not friendly to new players, and another main obstacle is that new players are literally years behind experienced players. Compounding the issue is the likelihood of them never being able to catch up. Every player wants to put their mark on whatever game they’re playing, but such an opportunity doesn’t really exist in EVE Online. No matter how skillful a new player (or a group of them) are, they will always be outclassed by those that have been in the game for years. It’s akin to always being a freshman in high school and those that have been in the game for the full twelve years are the seniors on the football team. The odds will always be overwhelmingly stacked against you if you’re new to the game.

Another reason why a new EVE Online server would be interesting is the possibility of starting over with a blank slate. Everyone knows how the current universe of EVE Online is laid out and which groups control which sections of space. Having a new server opens up the joy of exploration again, especially if the developers move things around a bit. What was always considered a safe route may now be rife with danger or an area that’s currently not desirable may become loaded with mineral wealth that’s just waiting to be exploited. Who knows how space will be carved up with the rise of different alliances?

Yet there are some definite pitfalls to an EVE Online fresh start server. The first is that the mmo is based upon a shared server that everybody is on. A new server will likely result in an exodus of players that seek greener pastures, and this immigration will have an extremely negative impact upon the game. The entire structure of EVE Online is built upon the idea that the players are responsible for maintaining the game. If you take a large chunk of players out of the equation, then the entire structure, economy and all, will collapse. This would derail the many years of hard work that the developers have put into the game.

Another important consideration to take into account is what form of EVE Online will be on the new server? There have been twenty expansions to the game so far, with each adding new features to the game. Will the fresh start server mirror the latest version of the game or will it start at an earlier time, such as Rubicon or Oceanus? The obvious answer is that the new server should have the latest features as the normal server, but one can never know.

So should an EVE Online fresh start server be created? There are some definite reasons why it could be a good idea, such as allowing new players the chance to actually flourish. However, my reason tells me that it’s not a good idea. While appealing to new players, the idea of a such a server will destroy the strongest element of the game, its community. Unlike most other mmo games, EVE Online continues to grow with each year. Why jeopardize that success by gutting the game by creating a new server? CCP has charted a damn good course with EVE Online so far, and they’ve been rewarded with a fanatically loyal player base. The best thing to do is to keep the community intact upon a single server and follow the course already laid out.

Cook, Serve, Delicious


I picked this game up when it was on sale during the steam winter sale because it looked cute and I had never heard of it before. You’re given a restaurant to run, and you’re in charge of everything from scrubbing the toilets to doing the dishes and taking out the trash – not to mention the actual cooking. Everything is timed, can be done with either keyboard or mouse, and your job is to complete it all to the highest quality possible.

The tutorial is brief but since the game isn’t that complicated (just fast paced) it should be enough to get you started. You pick a few items to purchase for your menu, keeping in mind that if you don’t swap the menu up a bit, customers will get bored. You generate buzz with your food, and you open from 9am to 10pm.

At any time during the day you’ll be dealing with 1-4 (maybe more are added as time goes on, I am not sure yet) things at once. You’ll have to cook food according to what each customer wants. For example in the screenshot above there are three chicken breasts cooking. Each one has to be tenderized 6 times and then spiced and then cooked – and not burned. A little stopwatch ticks down on the food and it will tell you when it is ready but you have to pay attention because there are other meals and things being done at the same time.

So far my menu consists of beer, pizza, salad, chicken breast, and corndogs. Beer is the easiest to make, just have to make sure you don’t over fill the glass. Salad has about 8 different options that customers can ask for. Chicken is easy, as are the corndogs. Pizza has a handful of options as well. If you burn the food, serve it late, don’t clean the dishes, don’t take out the garbage, or encounter any other number of pitfalls the restaurant will fail.

You’ll also get email each day giving you a few more details about running your business, like upgrades you can do. You have to purchase equipment, and it’s way more involved than I had first thought but it’s also a lot of fun. I’m constantly talking to myself as I read the orders out loud so I can make sure I get them just right. I probably wouldn’t pay full price for the game (found here on steam) but as a 75% off sale item it was completely worth it.

The Witcher 3 rides out a launch trailer


I thought the trailer last week where Geralt fights a semi-invisible woman was the Witcher 3 launch presentation, but it turns out I was wrong because this new one is instead.

Rather than being an extended cinematic, this probably-final-before-release trailer has snippets of gameplay stitched together in the usual fashion. Ben Howard’s “Oats in the Water” track means the whole thing has a bit of a melancholy air; helped by the lingering images of people hanged in trees and Geralt looking pensive and sad.

There’s also plenty of horse riding, meeting and greeting with NPCs (familiar and otherwise,) plus the odd monster. What you’d expect from a trailer for The Witcher 3, really.

The game’s out in four or five hours’ time, so at that point you’ll be able to just play it for yourself instead of looking at moving images put together by a marketing team. Overall, that’s likely to be more enjoyable.

Whats New In Runescape This Week


Runescape has a big implement this week. They updates the old parts of the game to today’s standards, fix the bugs and do much harder works. So let’s see what’s new this week in Runescape. Graphically, players will no longer see green triangles in the particle effect near Wizard Chambers on Tuska’s back. A gap on the Tuska Warpriest torso has been fixed. Player choice windows in Legacy Mode have been updated to better suit the Legacy UI. King Black Dragon head objects have been updated to reflect the latest version of the KBD. Some previously missing chat has been added to Myths of the White Lands.

Adamant & rune dragons have been added to the “I have killed…” quickchat. Forcae’s journal pages can now be easily added to the journal with a left-click option. More rune dragons have been added to Mount Firewake. Elite rune dragons will no longer spawn in safe zones. The Adventurer’s Log will now show rune dragon drops. Rune dragons are no longer aggressive. Whoever inflicts the most damage on a rune dragon will now get the drop, rather than the first person to attack. Note that although this is mechanic typical of boss monsters, rune dragons are still affected by Tuska’s Wrath. Rune dragons no longer regenerate when out of combat. Slayer and combat XP from rune dragons has been increased, using glacors as a baseline.

The enhanced blue dragonbreath used in the flying phase of rune dragons now inflicts fixed damage rather than randomised damage. Barry lives. There is now a rare chance that an elite dragon will spawn with the name Barry, in honour of the draconic slayer of dragon slayers. The quantity of summoning charms dropped by adamant & rune dragons has been increased from 3 to 4, to be in line with the desired maximum from mithril dragons. Gravestones on Mount Firewake are now relocated to near the World Gate, similar to deaths on Freneskae. The number of adamant dragons assigned by a slayer master has been increased-40-50 for Kuradal and 40-60 for Morvran. Ribbon graphics in the tutorial once again appear disabled when relevant.