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Appears an mmo player for many moons

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WoW’s Continued Sunset Shines Bright For Blizzard’s Future

World of Warcraft has once again lost more “subscribers” in a few months than most (close to all) MMOs could ever dream of having. They dropped something like 3 million subscribers in a three month period, marking the sharpest decline in the history of the game. I think they remain at a lowly 7.1 million? All according to plan.

Over the years I have been saying that WoW’s slow decline is in Blizzard’s best interest, and a decline in WoW subscribers is ultimately beneficial for them financially, and realistically their goal. You’d think I was crazy back then given the responses I got in the comments, but look at the landscape of Blizzard’s revenue stream now.

Looking at Blizzard’s financials, over 40% of their revenue stream came from non-WoW games, and that’s estimated to exceed 50% this year. I bet that by the time Overwatch launches, their non-WoW revenue will be closing in on the 70% mark. Blizzard is diversifying, and the money isn’t in WoW anymore, or at least for much longer. They’ve said it themselves, “Strong recurring franchise diversification is in process inside the Blizzard portfolio, which sets us up for a bright 2016 and beyond.”

This diversification is not only a great business move for Blizzard, but a great outlook for us players. We get more games to enjoy in a variety of flavors, and we’ll start to see developers trying new things in order to appeal to the new ‘variety is the spice of life’. Soon, one day, there will no longer be just one giant behemoth of a game strangling the MMO industry. Mark my words, we are returning to an era where there are fewer players per game with more games available offering a variety of playstyles. This day is coming; it must come.

The sun never sets on Blizzard’s empire. So yes, WoW’s decline is good for Blizzard. Those players can now be transitioned into other titles where they will spend more money more often. All according to plan indeed.


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A Whole New World

I need to come up for a breath of air and actually post something! Sorry for the slow posts, but I’ve been having a blast in EverQuest on the Ragirefire server. I have a lot of stuff to write about, but for the most part I want to focus on giving you guys a brief update with where the game/server is at in general and some of my impressions of EverQuest after over a decade of not playing any official version.

Daybreak just announced tonight that a NEW progression server is coming because of how popular Ragefire has been. The new server will be called Lockjaw. Right now it remains to be seen if a merge will take place down the road, or if this server will suffer the same fate as Vulak (Fippy’s counterpart) did when it became a ghost town. The reason for the server? Yeah, it’s due to the success, but that success has meant queues. On average, the wait time to play all weekend was about 1.5 hours. Oh, and yeah they added a queue. Before the queue, it was mashing the login to see if you could get lucky.

The first Nagafen, Vox, and Phinny kills happened only days after the server launched. Just goes to show you that not only do multiboxers have an advantage, but this isn’t the same EverQuest I remember. This version of Norrath truly is a whole new world.

The Norrath I remember wasn’t full of 80% Mages. Right now, Mages, Necros, and a few other magic classes are so broken that they can burn down yellows like they were nothing. Groups right now are pulling piles of mobs and burning them all down in a DPS race. The Norrath I remember was a careful approach to pulling one mob at a time.

Leveling is also much, much quicker. Not only is it hard-coded at 2x, with the decrease in difficulty you can plow through mobs without breaking a sweat. Last night in North Ro I was pulling mobs to my group. I’d bring in 2 red con Dry Bone Skeletons, a Yellow Crypt Mummy, and anything else I could possibly snag all at once. In a matter of a few hours we had each gained 3-4 levels. That’s absolutely unheard of in the Norrath I remember. To top it all off, I was tanking — a Bard.

Zones have also changed considerably. They turned South Ro and Oasis into one zone, did something to North Ro to make it squat, merged the Commonlands into one zone, and completely destroyed Freeport. I’m not sure how I feel about the other zone changes, but Freeport definitely sucks.

While this is so far, far away from the Norrath I remember, I’m still having so much fun I can’t stop. For the first time in YEARS I’m antsy to get done with work and play. Something about EverQuest, even when it’s not truly the EverQuest of old, captivates my attention like no other game has ever been able to do.


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Rainbow Six: Siege barricades self inside house until 1 December

Rainbow Six Siege’s Operator system detailed

Ubisoft’s upcoming Rainbow Six: Siege title has been delayed until 1 December for more time to make ‘adjustments and improvements’ to the game.

Originally scheduled for October, a short statement on the Ubisoft corporate blog confirms that the title will be pushed back a couple more months.

“Based on the [Rainbow Six: Siege] feedback we’ve received, and based on our own internal tests, we felt there are adjustments and improvements we can make,” the post reads. The list of areas under consideration for improvement runs quite long, perhaps going to way towards explaining why a delay is necessary.

It includes “improving the co-op experience across all game modes, weapon and gadget balancing, as well as menu and interface navigation”. Later in the piece, “infrastructure and matchmaking” get a nod for some improvements too.

The release delay will not affect the launch of the closed beta, which is intended to go ahead as planned from 24 September.


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Runic start simmering a new game called Hob

Runic Games, known for their Torchlight series, have announced a new, somewhat enigmatic game called Hob. This initial reveal isn’t exactly bursting with information, but that’s possibly appropriate because this title will be “presented without text or dialogue”.

After two Torchlights, Hob is not going to be another aRPG. Screenshots (above and below) portray it as a game viewed from a similar third-person, high camera perspective, but the main theme of the game sounds like it will be exploration and survival on a strange world. What narrative there is will be revealed through interaction with aspects of the planet’s environment.

Hob’s world won’t be a lifeless one. There’s said to be life “buzzing” above ground, and curious mechanical devices lurking beneath the surface. As well as acquiring skills, the player’s overall purpose will be to “transform the nature of the world itself”.

The teaser trailer (also below) gives a bit of a clue to how this might take place, depicting segments of the landscape raising, interlocking and lowering. Presumably this kind of environmental manipulation will play a significant role.

Runic’s Max Schaefer says of Hob, “We are confident our fans will love this unique and wonderful adventure”. More footage and details will be coming out at PAX at the end of August, where the game will be on show.


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New Factions of patch 6.2

Let’s see what’s in store for us in patch 6.2 regarding factions and reputations. Believe it or not, I’m still trying to keep the Reputation Calculator up to date even if the factions are not something people really care about anymore, but from some achievement hunters or reputation lovers the factions is something intriguing from time to time.

Tanaan Jungle will have four new factions:

Hand of the Prophet (Alliance only) and Vol’jin’s Headhunters (Horde only) – Most of their reputation will come from the daily quests. As the rewards you’ll get a tabard, pets, mounts, toys, ship blueprints, a new follower, and a new battle standard. The unique item and the most useful one is the agreement with Arakkoa Outcasts. This BoP item will allow you to increase your Garrison resource cache to 1000, up from 500, and it costs only 2.500 gold.
The Saberstalkers – The quartermaster is north of Fang’rila and he will sell a couple of items for a new currency, the Blackfang Claws. You can farm reputation and claws from the saberons around that area. You’ll get about 25 reputation per kill and a couple of claws. As their rewards, you’ll get a boar mount, a pet, a follower, and some totems you can use to challenge some special mobs around that area. Those mobs might give you some reputation as well. They also sell a BoP item that will increase the mount speed by 15% in Tanaan Jungle.
The Order of the Awakened – Reputation will come from repeatable quests (these quests are really rare these days) that will ask you to find the treasures and the rare mobs located in Tanaan Jungle. The quests will also reward you with Apexis Crystals. They also sell the tokens for the 650 items that will help you gear up your alts and catch up with the gear in WoD. You can purchase a 650 iLvl gear token for 5000 Apexis Crystals and a 650 iLvl weapon for 10.000 Apexis Crystals. For 20.000 Crystals you can upgrade each of those items to iLvl 695. Another vendor will sell you the usual rewards: the tabard, a pet, a follower, ships for your shipyard, and a mount for 150.000 Crystals.
These factions sound interesting enough, especially the Order faction, for people to start farming reputation for them. We’ll see how they’ll look like when 6.2 goes live.

I’ll add these factions to the RepCalc when the new patch will go live so until then no one will see anything about them in there. If you like to help, leave a comment with repeatable/daily quests or any other reputation farming tips.


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Before a few months ago, the time that I spent in Marvel Heroes was largely uninformed and aimless. I figured it was just a Diablo click-fest that required very little knowledge other than how to work my index finger. That led me to meandering through the story mode and experiencing leveling that was so painfully slow that it almost drove me away from the game.

This all changed when I decided to buckle down and do some actual research into how Marvel Heroes was set up and its different systems functioned. After a few days of this, everything started to “click” for me, and I found my excitement and enjoyment of subsequent game sessions skyrocket.

Since I ended up bookmarking half of the internet in this journey to get my Marvel Heroes diploma (I imagine that Mr. Fantastic is the one who gives it to me), I wanted to share those resources with you in the hopes of passing along some great information that could take you from zero to hero in no time at all.

1. New player’s guide for Marvel Heroes 2015 (simplified)

Anyone who’s spent any good amount of time in the game could skip this guide, but I’m including it because it’s a quick primer that could be quite useful to the true neophyte. Most of the points that he lists require a lot more explanation — think of them as topic headers — but it’s a starting point to wrap your head around the layers of this game.

2. “Should I keep this gear?” database

One of the big recurring questions that players have — especially new ones feeling overwhelmed by loot drops and inventory limitations — is “What gear should I keep and what should I sell/donate?” There’s really nothing worse than discovering long after the fact that you trashed an incredibly rare unique or artifact without knowing it at the time.

This database is a terrific resource to cross-reference gear with how important it is for various characters, giving you a rough idea of what’s valuable and what’s vendor trash. Trust me, your STASH space will thank you for using it.

3. Marvel Heroes Item Base

To go along with the last entry, here’s an exhaustive database of pretty much everything you’ll find in the game. It’s invaluable to use when you want to cross-reference gear to builds or to see if you’ve rolled the best numbers on an item.

4. A Mostly Comprehensive Guide for New Players

The above video is what I used to help break down the walls of my Marvel Heroes ignorance. It’s quite long (3.5 hours!), but he breaks it down into topics that makes it easy to devour in smaller sessions. If you can stand how many times he says “essentially,” then you’ll come out of his course feeling ready to tackle the game entire. Highly recommended.

5. Marvel Heroes Compendium

Like the Marvel Heroes Item Base, the Compendium is an insanely deep resource designed for those researching builds or specific pieces of gear. It’s the spreadsheet to end all spreadsheets. I don’t use it a lot, but I’m glad to have it there when I do need it.

6. I’m level 60! Now what?

Leveling is one of the easier to understand parts of Marvel Heroes. But what do you do when you reach that final ding? A lot, as it turns out, but the game isn’t always the best at clearly pointing you at what to do. This guide is. It takes you step-by-step through gearing up your character at the endgame and provides some options for fun with your newfound powerhouse.

7. Introduction to Marvel Heroes 2015

This is (at the time of this writing) a seven-video series designed to get players in the game and give them solid footing. I really liked his three quick tips videos (one, two, three), even though some of the information is a little outdated.

8. Orcz Promo Codes

I mentioned this last time, but it belongs here too. Orcz has an ongoing updated list of promo codes that you can use to get free stuff in the game. Check it regularly because there always seems to be new codes every few weeks!

9. What the tutorial doesn’t tell you

Another short and sweet guide touching on some subjects that the game isn’t as great about explaining.

10. New player advice

This collaborative thread is full of extremely useful (if disorganized) tips and tricks for those just getting into Marvel Heroes. My favorite piece of advice? “Savor the gameplay. Slow down and smell the explosions.”


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The year thus far has not been the best possible year for Star Citizen. The game has seen a few people depart from prominent positions, delays to planned release schedules, and an essay by the ever-contentious Derek Smart claiming the game will never be made as pitched. Community manager Ben Lesnick addressed these concerns in a lengthy forum post yesterday, covering pretty much any and all concerns raised by players over the past several months.

Lesnick explains that the Star Marine delay is seen internally as a delay of weeks rather than months or years and that it remains an integral part of the game as a whole. He also explains some of the reasons behind ships that have been sold but are not yet actually playable and dismisses concerns over recent employee departures. And then he lands on the forever topic, feature creep:
I don’t have much to say to this, beyond that it’s not accurate. At this point, we are not adding additional features to the plan, we’re building out the ones we’ve already scheduled. I’ve seen some recent posts about how Chris’ “first person universe” is at odds with the original Kickstarter-era plan… and that’s again not the case. It’s a more recent way of describing what he wants to accomplish, but everything we’re working on is still what was pitched back then: Privateer-style persistent universe, Squadron 42 single player game, first person boarding and so on. (A desire to avoid feature creep is exactly why we stopped doing stretch goals, despite being aware that they drive revenue.)

Whether you’re an ardent fan of the game or just want a peek behind the scenes, you owe it to yourself to read through the series of posts yourself.

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