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Filed under: Culture

EVE Evolved: Trading: Advanced trading

Filed under: Sci-fi, EVE Online, Culture, Economy, Forums, Game mechanics, Guides, Professions, PvP, Making money, Tips and tricks, PvE, Hands-on, Academic, Education, EVE Evolved

In the first part of this guide I covered the basics of trading in EVE Online and some of the jobs best suited to newer players. There's a lot more to trading than buying low and selling high and in this week's installment, I'll cover some of the more advanced trading and marketeering tactics that have proven themselves effective in EVE. From margin trading on the market to making a living off the contracts page, anyone with enough dedication can learn to rake in hundreds of millions of ISK per day without even leaving the station. For the gamblers and risk-takers among you, market speculation and price manipulation can produce incredible short-term profit but with significant risks attached.

In this second part of my concise guide on trading, I look at margin trading on the market, playing the contract pages, market speculation around patches and the dirty art of market manipulation.

Star Wars Galaxies celebrates over 3 million player created quests

Filed under: Sci-fi, Culture, Events, in-game, News items, Star Wars Galaxies, Roleplaying

Player created quests are the hot trend right now, and Star Wars Galaxies is right there with it. Since the creation of the Chronicle Master system, over 3 million quests have been created by the always active Star Wars Galaxies community. Way to go guys! Oh, and did we mention that the system has only been available for under a month? No? Well, we did now.

And, to kill two topics with one post, Star Wars Galaxies has gone on sale this weekend on Steam. You can get the complete collection of the game for only $10 instead of the usual $20. While the game is certainly a little dated, the community is truly proving that it's worth the $10 cost. You're going to get immersed in a lot of imagination for that small sum of money.

Linden Lab to raise Xstreet fees, loses vendors, products

Filed under: Business models, Culture, Economy, News items, Opinion, Second Life, Virtual worlds

This week, Linden Lab announced that it was going to start charging listing fees and minimum commissions on its Second Life Xstreet Web-shopping adjunct in the near future. Within hours, vendors took down thousands of products, many abandoning the service entirely in favor of alternative services.

It's unclear just how many vendors have abandoned the Xstreet SL system, but it apparently was enough to temporarily overload the Web-sites of third-party sites such as Slapt.

Fallen Earth screenshot contest winners announced

Filed under: Sci-fi, Screenshots, Fallen Earth, Contests, Culture, Events, real-world


It's a beautiful day in the badlands, with the sun shining down on you unprotected in the wilderness, surrounded by horrible creatures and with only a few dozen bullets left before you are completely defenseless. What's not to be thankful for? Fallen Earth might not seem like the most appropriate setting for a Thanksgiving celebration, but the game recently held a screenshot contest for either what the player's character is thankful for or a "traditional" celebration in the wasteland. Yesterday, the winners were announced, with the top entries all receiving special in-game food that offers buffs and the essential proper nutrition for surviving the hostile environment. The first-place winner also receives a Fallen Earth t-shirt.

A small gallery is also available, with the three winners and the honorable mention available for viewing. It's not every game where appropriate holiday celebration includes heavily-armed men standing on a farm surrounded by corpses, but it works for Fallen Earth and should provide the game's players with some appropriate chuckles. Or, given the context, perhaps "inappropriate" is more apt.

MMOrigins: The only living boy in Vana'diel

Filed under: Real life, Culture, Opinion, MMOrigins


When I was still young, I was out on a walk with my father in the woods next to my great-aunt's house. The woods were an offshoot of the Devil's Hopyard state park, which meant that they were old and vast. As the family often congregated around the house, there were a number of paths we knew that wove their way through the forest, but I remember where we always stopped, and I remember the day when I asked what was further along.

My dad grinned, and we kept walking. It was about ten minutes from there to a beautiful, moss-covered waterfall that was right on the edge of the state park, with an alcove just large enough that I could squeeze underneath the falls. That sticks with me every time I start up a new game, because that was when I started to really wonder about where paths might lead. Everything leads somewhere. Finding things out is one of the things I love, probably what attracted me to video games in the first place.

Why RMT won't go away

Filed under: Business models, Culture, Economy, Exploits, Opinion


"Companies should just stop gold farmers." It's a consistent complaint in many games, with "gold" replaced by your game's currency of choice. As complaints go, it's right around "somebody should do something about all the problems" in terms of overall utility, but heck, no one likes the practice and it should just be eliminated, right? Well, as Scott Jennings has pointed out recently, it's not quite that easy.

As Lum points out, there are several common misconceptions about the entire process. Among them are the idea that the game company doesn't step in because they're getting kickbacks, which is pointed out to fail the simple test of Occam's razor. When developers want to get more money from an existing game, there are usually better ways to run it, such as the Champions Online model or the Dungeons and Dragons Online approach. He also tackles the infamous statement that the farmers are paying customers and therefore the company has even less incentive to stop them.

So if everyone hates RMT, why is it still around? The article briefly touches upon it, but We Fly Spitfires had a recent post that articulates more specifically: more people buy gold than would necessarily admit it. Since no one will admit to it, no one ever asks, and as a result there's a large culture of silence that publicly despises it and privately takes part. In short? As long as there's a customer base, the farming will continue. Food for thought all around.

The Daily Grind: How do you like your references?

Filed under: Culture, Opinion, The Daily Grind, Humor

We gamers do love our nods to other media. From the earliest days of gaming and software, the easter egg has been a staple, something hidden without mention in the recesses of code. These days, we're as likely as not to have entire areas devoted to a drawn-out reference, or in some cases an entire element of gameplay added mostly as a long-standing joke. Some games have elevated the art of reference almost to an art form, with major storyline characters introduced as a sort of extended cameo from their original media.

Of course, that's also the problem with references: it can sort of cheapen the game you're playing if it's subtle, and it destroys immersion if it's mind-shatteringly overt. So what do you think? Do you like little snuck-in references to books and movies, or do you like your world to be totally consistent? Do you prefer it when the inspiration is kept under the radar, or would you rather just have the whole thing out in the open? What's your favorite instance of a game calling back to something else?

Linden Lab to disband moribund mentor group

Filed under: Culture, Guilds, News items, Opinion, Second Life, Virtual worlds

Yesterday at the morning Second Life mentors' meeting, Linden Lab staff announced that Linden Lab's sponsored mentor group, which had been functionally closed (in all but name) for approximately a year now, would finally be disbanded in practice. The move doesn't really come as much of a surprise to observers of the Lab's sponsored volunteer programs over the last eighteen months.

Almost immediately more ex-mentor Second Life social groups than we could comfortably count sprang up, as people prepared to maintain their network of contacts without the overarching group umbrella. While there was surprisingly little actual yelling, some members of the organization feel the blame lies squarely at the feet of Linden Lab's CEO Mark Kingdon, though there's not a lot of apparent evidence to justify that.

New Final Fantasy XI wedding service is live

Filed under: Fantasy, Final Fantasy XI, Culture, Events, in-game, Roleplaying

It was announced some time ago that Square-Enix would make it easier for Final Fantasy XI players to get married in-game, with the vague insinuation that the feature would go live at around the same time as the version update. Sure enough, the new wedding system is now in place, and it makes the entire procedure so much easier that it's almost trivial. After all, you already get to avoid meddling in-laws, reams and reams of wedding invitations, and the joy of finding a caterer who won't server your guests microwaved dog food.

The official page offers all the details you could want on the wedding system, including the procedure for crafting all of the wedding items if you prefer that option to purchasing them. It also offers traditional Vana'diel wedding vows, a nice touch for a roleplaying event, especially one supported by the game's official systems. So go ahead and tie the knot in Final Fantasy XI, free and without the bulky and restrictive system of the past. No rumors yet of a messy and acrimonious divorce system being added into the game, but now that marriage is simpler, perhaps it's in the cards.

The Daily Grind: What's a fair price for subscription fees?

Filed under: Business models, Culture, Opinion, The Daily Grind


Subscription fees are a fact of life for us MMO players. Most of our favorite games come with one, and it's usually 14.99 nowadays. Ages ago, we could remember paying the 9.99 a month for our games, before that slowly rose to 12.95 a month and then became the current plateau of 14.95 a month.

Sure, we always have the option of playing more money up front to pay a reduced monthly cost, thanks to the miracle of multi-month subscription plans, but today's question isn't about that. It's about your thoughts on the subscription fees. What do you think is a fair price to charge?

Now don't be silly and say free, because we all know servers don't run themselves and bandwidth isn't free. While we're not all in the know about the cost to a blockbuster MMO, we do know how much we're willing to shell out for our games. What's the price you'd like to be able to shell out?

Grouping versus soloing as the genre evolves

Filed under: Culture, Game mechanics, Grouping, Opinion, Academic


Back in the day, there were two ways to play most MMOs -- you could form a group with other players, or you could stay inside the cities and wait. Those days are long gone, of course, and it's a rare game that doesn't allow a player to do quite a bit without the support framework of a group. But there's a point to be made about what's been lost in the process, and We Fly Spitfires has an interesting take on how we now have to be pushed and prodded into grouping. There was a time when people were expected to group to complete tasks, but players are increasingly opposed to the idea as more and more becomes possible to solo and we grow less and less patient for finding a group.

Unsurprisingly, Game by Night brings up the obvious counterpoint: that evolving game design has relegated forced grouping to the past. There are more MMO players now than there were back then, and the majority of them started on games such as World of Warcraft or City of Heroes where grouping was only occasionally necessary, and even then only for specific tasks. By removing the requirement, player expectations become different, and there's no longer a sense from most of the playerbase that soloing should be possible for a majority of tasks. It's a debate that's been had over and over through the years, but as the solo play model becomes more and more expansive, it no doubt will be revisted time and again -- and attitudes toward it will shift as the playerbase does.

Massively Speaking Episode 77

Filed under: Podcasts, Culture, Opinion, Massively Speaking

Massively Speaking Episode 77 is back with Rubi and Sera joining Shawn for discuss on the week's MMO news. Discussion includes: Funcom's beta promotion for The Secret World, Stargate World's new screens, Blade & Soul teaser and a ton of Star Trek Online news.

Have a comment for the podcasters? Shoot us an email to podcast AT massively DOT com. Maybe we'll read your letter on the air!

Get the podcast:
[iTunes] Subscribe to Massively Speaking directly in iTunes.
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Read below the cut for the full show notes.

Choose my Adventure: Doing you a Favor

Filed under: Fantasy, Dungeons and Dragons Online, Culture, Free-to-play, Massively meta, Hands-on, Choose my Adventure

In this week's Dungeons and Dragons Online adventures, the Critical Mass guild came across a bit of a challenge, and not in the game. With last week's vote guiding our hero to spend his hard-earned Turbine Points on an adventure pack, not everyone in the group had those same points to spend. So we spent our playing time gaining favor, which can be turned into Turbine Points.

In lieu of an in-character story this week, I'm going to spend some time explaining Favor and the DDO store for anyone who is curious about how this all works. I'll also explain our next poll, as I'd like you to vote on the specific Adventure Pack in which our hard-earned points will be spent. Follow along after the jump for more!

The Daily Grind: Attending the 1 vs. 100 season premiere?

Filed under: Culture, Opinion, The Daily Grind

It's massive. It's multiplayer. And it's adding achievements! 1 vs. 100 is back again on Xbox Live, and the live version of the online game show where you can win real prizes is starting up again on November 19th.

While the game doesn't exactly generate a cash cow of news, it is a lot of fun to play. Plus, you know, it is free if you have yourself an Xbox Live gold account (which almost every Xbox 360 owner does, otherwise you're doing it wrong.) So we want to know are you going to be there? Will you be jumping in with your friends online, or are you assembling yourself a 1 vs. 100 premiere party? Are you going to be aiming for prizes, or are you going to be shooting for all of the achievements you can grab?

Dropping your thoughts in the comment box below and clicking send is way easier than pushing A, B, or X on your Xbox controller! (Ok, so maybe it isn't, but you should really do it anyway. It's fun!)

The Daily Grind: When's your MMO time?

Filed under: Culture, Opinion, The Daily Grind

We're all busy people. (Well, at least some of us are busy people.) We'd all love to play our games all day long, but we just don't have that luxury. (Plus, your eyes would probably explode out of their sockets.) So, in lieu of playing endlessly, we play for the times of the day that we have free.

So today's question is: when do you sit down to play your MMOs? Are you an after-work person? Are you more of the before-and-after-dinner type of gamer? Or do you play MMOs so late at night that you worry about Dracula breaking into your home and sucking out your blood before you get done with your raid?

You guys know the drill by now. Think up an answer, smash it into your keyboard with the help of the comment box below, and clicky-click the send comment button. We're waiting!

Massively Features


Weekly Columns


Events Calendar

Name Date
Alganon Launch Dec 1 2009
EVE Online: Dominion Launch Dec 1 2009
LotRO: Siege of Mirkwood Launch Dec 1 2009
Star Trek Online Launch (NA) Feb 2 2010

Massively Podcast

New episodes every Wednesday. Now playing:
Episode 77, for Wednesday, November 18th, 2009.



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