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WoW Code: Better than a pocket protector

Filed under: World of Warcraft, Fantasy, Culture, Humor

If you've ever woken up in the morning and said to yourself, "Gee, I'd like to appear nerdier today," then do we have the story for you! Scare your real life friends and confuse even the staunchest gaming nerd. Use "WoW Code" in your forum signature!

N: Sephare, M:Pa73, Mb: 3/56/5, Mr: Hu, S: Ravenholt-US-RPPvP, G: Twilight Empire, Pvp–, Pve+, Y2005.5, DC, Ori-MC/B, TBC-Kara, WLK-Nexus/B, L++, C-Wl/DK, R-Ud, RP++. :), V0.3

What you see above you, besides a whole pile of utter confusion, is actually a World of Warcraft character broken down into very basic terms using the WoW Code method. Everything from name, to talent build, date joined, and player preferences are included!

We'd take the time to break it down, but TyphoonAndrew at The Eye of the Storm blog has already done that in an easy to read format. Now if you could excuse us, we're going to go break out our Tandys and play some extreme World of Warcraft: The Molten Core on our Atari 2600s..

Runes of Magic reaches 100k characters created on first day of open beta

Filed under: Betas, Fantasy, Business models, Events, real-world, MMO industry, New titles, Runes of Magic


As we mentioned last week, the highly-anticipated Runes of Magic fantasy MMO from Frogster Interactive has just entered open beta on December 15th. Normally the news of a small free-to-play MMO would be mentioned, and then subsequently forgotten as the larger, big-budget games continue to hog the attention. Yet Runes of Magic has an announcement that they're quite proud of: 100,000 characters created in the first 24 hours of the open beta.

Not only that, but out of the total 220,000 registrations to date, 20,000 accounts were created on Monday alone with more than 2 million quests completed. Just to be clear, this is not 100k accounts created on the first day. It's 100k characters created by 20k accounts. Still, it's great news for Frogster Interactive and we expect those accounts to rise throughout beta and into launch, which is scheduled for release in Q1 of 2009. For the complete press release and more information on the game's features, continue reading after the cut below.

Continue reading Runes of Magic reaches 100k characters created on first day of open beta

World of Warcraft
Improvements to Tabula Rasa's performance on the way

Filed under: Sci-fi, Game mechanics, Guilds, Patches, PvP, News items, Tabula Rasa


The most recent iteration of Tabula Rasa's Feedback Friday brought the announcement of a change to how the client will work in future deployments of the game. "The Bubble," as they call it, is an optimization that the developers hope to roll out in a future build of Tabula Rasa's Deployment 9. Until now, all static map objects such as rocks and trees loaded up front, but at the cost of decreased system performance. The Bubble will limit the client to loading only those static objects within a certain distance from the camera. The end result promises to be a client that uses less memory and delivers increased performance. They would, however, like help from the players with testing the bubble feature once it's viable.

As always, Feedback Friday also addressed player questions and concerns, namely that logout countdowns in PvP will stop being exploitable in Deployment 10. As it stands, players can evade combat during clan-wars by simply logging off. Another issue in the game that's being resolved is the common complaint about how difficult it is to keep track of friends. Presently each time a player creates a new character, they must reinvite all of their friends, ad nauseam. So beginning with Deployment 9, both the friends and ignore list are now user-based instead of character-based. This change alone will eliminate a number of headaches for TR players, but check out the Feedback Friday page for more details on how the game is evolving.

The Gaming Iconoclast: Old (Un?)-Faithful

Filed under: World of Warcraft, Classes, Culture, Guilds, Opinion, The Gaming Iconoclast

Old Faithful, Yellowstone National Park
Young men want to be faithful, and are not; old men want to be faithless, and cannot.
-- Oscar Wilde

The notion of having one main character or avatar that claims the bulk of one's play time and attention is fairly straightforward. It simplifies raid life for your officers, for one thing -- avoiding loot drama and similar chaos -- and gives your friends a convenient fall-back name to call you by on Ventrilo or in person. Even those folks who are able to juggle a large number of characters at or near endgame -- whatever level that might be -- typically have one they designate as their primary one. However, that character might not be their first, or favorite. That oddly enduring but tenuous bond exists for may gamers -- the one toon you keep coming back to, even though it may have shortcomings, or be badly-equipped, or not in demand.

In a similar vein to the previous installment of TGI, where we touched on the notion of changing titles altogether, we'd like to explore this notion of having a favorite character. Don't break out the Peter Gabriel yet, we're not going to be pining for lost love, or the one who got away here. Rather, let's take a look at what keeps us coming back to a particular digital minion despite the allure of new and different ones, both within a single game and among the myriad titles we can possibly choose from.

Continue reading The Gaming Iconoclast: Old (Un?)-Faithful

Video of CCP artist's Ambulation presentation available

Filed under: Sci-fi, Video, EVE Online, Expansions

CCP character artist Ben Mathis gave a 30 minute presentation at the New York Comic Con last month. He talked mostly about the forthcoming Ambulation expansion, which will allow EVE Online players to leave their cockpits and walk around the interiors of space stations with customizable, 3D avatars. Ten Ton Hammer has a Flash video of the entire session.

We saw some of the presented content at GDC earlier this year, but there's some new stuff in this video, too. As we've noted before, CCP isn't holding back; Ambulation is very technically impressive. It's ironic that EVE -- a game focused almost entirely on spaceships instead of face-to-face interactions -- might soon carry the most advanced avatar creation tools on the market.

Players will be able to customize every thing from body fat to the materials from which their clothes are made. Female avatars will have makeup customization options so powerful that the differentiation between lip gloss and lip stick will be noticeable. New animation blending technology will enable realistic transitions between disparate facial expressions. Infinite morph points will be available when faces are molded, thanks to creative use of shaders. CCP's ambition is astonishing -- let's hope the reality lives up to the promise in the end.

Character planning in World of Warcraft

Filed under: World of Warcraft, Fantasy, Endgame, Tips and tricks

The building of a character in World of Warcraft can be just as painful as balancing a budget by hand without a spreadsheet. The number-crunching side of the game where you have to figure out hit ratings and mana regeneration rates and dodge percentages is something that few people can say they really enjoy. This is especially true when you are nearing the end-game in WoW and you can't just count on your fingers anymore. What if there was a tool that let you play "what if" games with your character (or your planned character) to see how different combinations of gear, talent points, gems, enchants, and even buffs would affect your character? Ladies and gentlemen, boys and girls, that day is here.

Chardev.org is not only a fantastic web application, it also has a gorgeous user interface that is simple to use. You can either build a character from scratch or import your existing character from the Armory. Once you've made it that far, it's as simple as pointing-and-clicking to swap out gear, switch gems, redistribute talent points and add or remove buff effects. The display of thirty-five essential statistics remains fixed on the left side of your screen during most phases of editing process. At the present time, it only supports gear from level thirty and up but that's no real drawback. There are way too many customization options on this site to describe every one. You really need to experience it for yourself.

The Chardev site
is a dream-come-true for people who enjoy playing with numbers, but hate doing the math. Check it out!

World of Warcraft
The Gaming Iconoclast: Whither Shortcomings?

Filed under: World of Warcraft, Game mechanics, Opinion, Tabula Rasa, Roleplaying, The Gaming Iconoclast

That was *some* cake...Many MMO aficionados cut their roleplaying teeth on one of the many pencil-and-paper titles that formed the early generation of multi-player gaming. In addition to rolling (and rolling, and rolling, and rolling) some dice to come up with their basic stats and traits, character generation involved a lot of "wet work" when it came time to acquire skills. Often, players would bargain with their Game Master to get special dispensation for pushing the envelope.

Player: I want to run this adventure as a zombie elf with three arms.
GM: Okay, but if you do that, none of the other characters will trust you. Also, you will spend 50% more on shirts and body armor. Still want to do it?

Thus, the mechanic of trading character flaws for enhanced abilities was born. One of the hallmarks of tabletop gaming is this trade-off -- saddling yourself or your character with a shortcoming in order to obtain an advantage elsewhere, either as a skill, or a talent, or just another way to go about Min/Maxing. The huge number of available options in some games (Vampire: The Masquerade, for instance) ensures that any player, with only a few minutes' consideration, will have an almost absolutely unique character, fully their own creation.

And yet, almost without exception, the online iterations we all enjoy seem to have omitted this altogether. We are an immense legion of perfectly-formed, mentally-stable, socially-adept übermensch. Even the so-called "ugly" races -- World of Warcraft's Forsaken or Tabula Rasa'sHybrids -- don't explore the depth and breadth of this concept too deeply. Racial traits and differentiation are the merest tip of this particular iceberg.

Why does this rich milieu, this fecund ground of roleplay fodder and character diversity, languish? (And who left this thesaurus on my desk?)

Continue reading The Gaming Iconoclast: Whither Shortcomings?

CoX: Throw Moar Slots!

Filed under: Betas, Super-hero, City of Heroes, City of Villains, Business models, MMO industry, Patches


CoX players have been crying out for extra character slots for some time. Now, with Issue 12 bringing both Powerset Proliferation and the new Villain Epic ATs, many of us had feared we'd have to delete some characters to make room for all the new ones we're aching to make. Positron has come to our rescue by confirming plans to add additional character slots with Issue 12. Here's how the optional additional character slots will work.

Continue reading CoX: Throw Moar Slots!

Spellborn character screenshots

Filed under: Betas, Fantasy, New titles, Chronicles of Spellborn, Races


With all this news coming out of the Chronicles of Spellborn closed beta, can open beta be far? Well, actually, probably yes. The glimpses we have gotten of the game world so far look absolutely beautiful. Today's screen shots of actual characters shows off the unique Spellborn art style. And yet... the game world still seems barren and lifeless. Despite all the media Spellborn International is showing us, it seems unlikely they will make their Q2 '08 date for open beta. Further, without a US publisher, it could be a long time indeed before we get a chance to play.

News of MMO "falls out" of Jason Anderson's mouth

Filed under: Sci-fi, Interviews, New titles

Rumors of a Fallout MMO have been floating around for quite a while now, but in this interview over at Gamebanshee, Jason D. Anderson (of Troika fame) basically confirms that Interplay is working on an MMO-- though not necessarily one based on Fallout.

Anderson says (whatever he's working on) that his enthusaism for making games has returned. And he says that while MMOs are definitely fun and have really brought the social and character advancement aspects of gameplay to the forefront, there are two things he'd really like to see advanced in MMOs: storyline and character development. Oh us too, Jason, us too. He's ready to break some molds, too-- he says competing with the monster that is WoW is not half as interesting for him as making "an awesome MMO."

Whether it is a Fallout game or not, it definitely sounds like Anderson has some good ideas about what to do with his MMO and how to advance the genre a bit. Unfortunately, I don't expect we'll see what he's doing for a while, but it should be interesting to see what Anderson, an old CRPG veteran, can dream up for the MMO genre

[Via Curse]

The Daily Grind: Best character creation

Filed under: Opinion, The Daily Grind

In all the games we've played, that's one thing we've often heard about. Many people from the earliest days, wanted ways of making themselves stand apart from the others. EverQuest introduced dyes to allow you to change your armor color, but many felt that wasn't enough. The community called for more and more ways to set themselves apart from the others in their MMO of choice. Some MMO makers have done a good job. Others, not so much.

That said, this morning we wanted to ask what your favorite character creation in an MMO is? For me, personally, I'd have to say my top 2 would be:

  • Second Life - You can control every single aspect of your avatar. This is, of course, why mine looks like Picasso's cubist rendition of someones really ugly little sister. (I can't figure that system out to save my life.) It is, unfortunately, the downside of having a system that customizable for people who aren't good at that kind of thing. Unless you get an artist or friend to hook you up, you'll always remain the ugly duckling in a land full of swans.
  • City of Heroes (and more recently, City of Villains) which just seems so packed full of costume changes that it can take you an hour or more to even make a character the first time you sit down with that character generator. I still say it's the best mini-game ever. Add in veteran rewards like trench coats and capes at level 20, and it just gets better as you go along.
Now I know I haven't touched on many other games, and I'm sure some people are sharpening their pitchforks now so they can tell me SL isn't a game. (Okay, it's a virtual world -- but it does have a character creator) So I leave it up to you. What are some of your favorites for character creation? Have you seen any that gave you highly powerful creation up front? Which ones have you spent hours in?

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