Low Elo Podcast EP. 116 - MEATCAST!
Posted by Low Elo: The League of Legends Podcast for the Players - Low Elo [HTML][XML][PERM][FULL] on 24 July 2014, 8:15 pm
Hello Low Elo listener. This week Dave and I want to say "we're sorry" to you, our fans. We've left you without the melodic tones of Low Elo for much too long. And to show you that we mean it, we've recorded this episode together and made it last a full 2 hours long. We do it because we care. That's right, listener. I'm talking to you. This week on the show, we talk about patch updates in 4.12, invite you to watch the New Dawn cinematic with us and much more. This week we're running a queue tip for Zyra so send us your tips and tricks on how to play as (or against!) this lady of the nightshade. You can send your tips and other email to team@lowelo.com. Follow Team Meat on Twitter as @EatGamer and @LowEloDave.


Media Link

Important: Unofficial PBE Patch Notes for 7/25/2014 - Iceborn Gauntlet Fix


LoL Design Values: In-depth with Mastery

Originally Posted by Riot (View RedTracker Source)

It's the second entry in our ongoing League of Legends design values! Last time we had environment and clarity designer Richard "Nome" Liu go in-depth on why Clarity is important in League of Legends. Up this week is Riot Games' Vice President of Game Design, Tom "Zileas" Cadwell, here to talk to one of League's most central themes: the pursuit of mastery.

Zileas has been a part of Riot Games for a long time and he's actually the one who first introduced several of the terms used in our design values series – like Counterplay. Today, however, Zileas will be focusing more on mastery as it relates to every design decision we make in League and why it's so important to the game as a whole. Onward!

Mastery

Players are driven to play different game genres for different reasons. In MMOs, it might be a feeling of progression or social achievement. In single-player, story-focused games, it might be about immersion, or making your way through a deep narrative. In the MOBA genre, we believe the main thing that motivates players to stick around is the pursuit of mastery.

Whether you're trying to be the best League player in the world or you're just picking up on how to last hit, playing League of Legends is about continually growing and becoming a better player. We believe that players who play League are seeking mastery, and our design philosophy is deeply tied to this idea. For our part, we hope to make a player's journey endlessly rich and fulfilling; someone who adapts quickly and instinctually should be rewarded as much as the one who spends days figuring out the most optimal path forward - both are pursuing mastery in their own unique ways.

We’ve identified three major areas of mastery: personal expertise, teamwork, and adaptability.




Update 14.1 Release notes
Posted by Casually Strolling Through MMOs [HTML][XML][PERM][FULL] on 25 July 2014, 9:24 pm
Of Special note Fangorn changes Based on player feedback we have made the following changes to the Fangorn dailies and barter costs. It no longer… See Full Article Link This link was shared via our social networks and tagged to automatically post to the blog.


Friday Fanart: Sketchings
Posted by Bethesda Blog [HTML][XML][PERM][FULL] on 25 July 2014, 9:44 pm
Ulysses by DeviantArtist, Penett Signing off into the weekend, we bring you works from Fallout: New Vegas, Skyrim inked, and some Evil Within. Send us your artwork by using #BethesdArt on social media, or be directly emailing us at bethblog@bethsoft.com. We love filling up our album below with your incredible artwork!


Betawatch: July 19 - 25, 2014
Posted by Massively [HTML][XML][PERM][FULL] on 25 July 2014, 9:00 pm

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Destiny
Destiny's beta opened its doors to everyone this week... as long as you have a PS3, Xbox Live Gold, or a PlayStation Plus subscription, that is. What else is new in the world of MMO testing? The full Betawatch roundup is below.

Continue reading Betawatch: July 19 - 25, 2014

MassivelyBetawatch: July 19 - 25, 2014 originally appeared on Massively on Fri, 25 Jul 2014 20:00:00 EST. Please see our terms for use of feeds.

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    Analyst predicts that Destiny will sell between 15M and 20M units
    Posted by Massively [HTML][XML][PERM][FULL] on 25 July 2014, 7:00 pm

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    destiny
    I think we all know that Destiny is going to be a very big launch when it happens this September, but one analyst has put a number to that feeling: 15 to 20 million copies sold.

    Cowen & Company Analyst Doug Creutz has been tracking the progress of Destiny, saying that it has topped the company's rating chart: "We continue to believe that Destiny is a lock to sell at least 15 million copies. And we now view 20 million copies as increasingly likely."

    Creutz said that Destiny will help to sell PlayStation 4 and Xbox One consoles and predicted that the game will be purchased alongside with many of them. He also noted that Destiny may cannibalize sales from the Call of Duty franchise.

    MassivelyAnalyst predicts that Destiny will sell between 15M and 20M units originally appeared on Massively on Fri, 25 Jul 2014 18:00:00 EST. Please see our terms for use of feeds.

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    Choose My Adventure: Hunting for trouble (and riches) in ArcheAge
    Posted by Massively [HTML][XML][PERM][FULL] on 25 July 2014, 8:00 pm

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    Bouncing between alpha and beta has hindered progress in ArcheAge for Massively's MJ, but it hasn't diminished the fun. As per last week's vote, she spent the past weekend in beta, checking out life on the other continent as an Elf. Now, with the next beta a whole week away, it's back to alpha life as a Firran. But that doesn't mean it's a lonely life! MJ found a spot for her little farm and has been raising some goslings as she continues her crafting and trade exploits. And there's also this thing about joining a guild... we're sure she could find some more trouble to get into with friends. Join us live at 7:00 p.m. for MJ's final two-hour CMA Live adventure.

    Game: ArcheAge
    Host: MJ Guthrie
    Date: Friday, July 55th, 2014
    Time: 7:00 p.m. EDT

    Enjoy our Stream Team video below.

    Continue reading Choose My Adventure: Hunting for trouble (and riches) in ArcheAge

    MassivelyChoose My Adventure: Hunting for trouble (and riches) in ArcheAge originally appeared on Massively on Fri, 25 Jul 2014 19:00:00 EST. Please see our terms for use of feeds.

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      WIP Post

      NOTE: And... that's it for today, or at least looks like it.


      Item Changes

      Iceborn Gauntlet

      • UNIQUE Passive - Spellblade cooldowns is now 1.5 seconds (down from 2)



      The Daily Grind: What MMO company has given you good customer service?
      Posted by Casually Strolling Through MMOs [HTML][XML][PERM][FULL] on 25 July 2014, 5:15 pm
      Massively See Full Article Link This link was shared via our social networks and tagged to automatically post to the blog.


      Riot Games promises to increase diversity in League of Legends
      Posted by Massively [HTML][XML][PERM][FULL] on 25 July 2014, 5:00 pm

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      Well, it couldn't be a step down.
      League of Legends features a lot of diversity among its male champions, but the female champions all feature a fairly uniform body type. That's something the developers at Riot Games are keen on changing. In response to a fan question at SDCC, producer Omar Kendall said that the company has been introducing new ways of looking at body types and shapes, with the end goal of making female champions who don't look like the others.

      Kendall went on the specify that the call for more diversity is one that players should see represented soon in a new character coming out. He also noted that diversity is being strongly considered with further character designs and any new champions. Game designer Brian Feeney noted that it would be a net boon to the game as a whole -- as Riot is very concerned with distinctive silhouettes, a more robust selection of body types makes it easier to tell champions apart.

      MassivelyRiot Games promises to increase diversity in League of Legends originally appeared on Massively on Fri, 25 Jul 2014 16:00:00 EST. Please see our terms for use of feeds.

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      Doom co-creator John Romero gave an interesting interview to GamesIndustry.biz recently in which he compares the modern free-to-play model with the early 1990s shareware revolution driven by id's hellish sci-fi shooter.

      "Our entire first episode was free -- give us no money, play the whole thing. If you like it and want to play more, then you finally pay us. To me that felt like the ultimate fair [model]. I'm not nickel-and-diming you. I didn't cripple the game in any design way. That was a really fair way to market a game," Romero said. "When we put these games out on shareware, that changed the whole industry. Before shareware there were no CD-ROMs, there were no demos at all. If you wanted to buy Ultima, Secret of Monkey Island, any of those games, you had to look really hard at that box and decide to spend 50 bucks to get it."

      He goes on to say that F2P design will mature and at some point lose its stigma. "People are spending a lot of time trying to design this the right way," he explained. "They want people to want to give them money, not have to. If you have to give money, you're doing it wrong. For game designers, that's the holy grail."

      Romero also remarks on the parallels between today's industry and the fledgling game industry of 30 years ago that he says was wholly created by indies, as well as the autonomy enjoyed by modern developers as a result of the move away from retail and traditional publishing. "With PC you have free-to-play and Steam games for five bucks. The PC is decimating console, just through price," he said. "Free-to-play has killed a hundred AAA studios."

      MassivelyRomero: 'PC is decimating console, F2P has killed a hundred AAA studios' originally appeared on Massively on Fri, 25 Jul 2014 17:00:00 EST. Please see our terms for use of feeds.

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      Lineage II: Ertheia Patch Notes Are Available Now!
      Posted by Lineage II [HTML][XML][PERM][FULL] on 25 July 2014, 4:46 pm
      We're happy to announce that the Lineage II: Ertheia patch notes are now available! Click here to view the 78 page, very detailed PDF patch notes with all the Ertheia changes you've been waiting for. You can also download...


      Firefly Online brings the crew back together (for voices)
      Posted by Massively [HTML][XML][PERM][FULL] on 25 July 2014, 4:00 pm

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      Well, the important thing is that Sean Maher is working.
      Despite the name, Firefly Online isn't really an MMO. But it does feature online interactions, and perhaps more importantly, it does feature the original cast together again. If you were hoping to hear Captain Malcolm Reynolds growl at you while you played the game -- and let's face it, odds are almost certain you were -- you can be happy to know that the main cast will be reprising their roles for the first time since the movie.

      Alan Tudyk will also be voicing multiple roles, and Michael Fairman will be playing Niska, who is apparently hiring if you're none too worried about your conscience bothering you. The game is set to release in 2015 on multiple platforms.

      MassivelyFirefly Online brings the crew back together (for voices) originally appeared on Massively on Fri, 25 Jul 2014 15:00:00 EST. Please see our terms for use of feeds.

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      OGN Quarterfinals: Samsung White vs SKT K
      Posted by Cloth5 [HTML][XML][PERM][FULL] on 25 July 2014, 2:00 pm

      Hello everyone and welcome to week 2 of the Quarterfinals of Champions Summer 2014. Today we have a big rivalry match between Samsung White and SKT T1 K. This rivalry goes back all the way to last spring and has played out in every Champions season since then. White is also the only team in […]

      The post OGN Quarterfinals: Samsung White vs SKT K appeared first on Cloth5.




      Working As Intended: It's not the journey or the destination
      Posted by Massively [HTML][XML][PERM][FULL] on 25 July 2014, 2:00 pm

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      FFXIV
      If you play MMORPGs, you've no doubt been told, hundreds of times, "Slow down! Don't rush! Stop to smell the flowers! It's the journey, not the destination!"

      Typically, you're being told to slow down in an MMO whose focus is the destination: the endgame. All the good stuff is at the end. The best dungeons are there. The best gear is there. The best PvP content and titles and achievements are there. The players the devs cater to are there. Patches and expansions provide new content there. In fact, the only reason to play the rest of the game is to level up to get there. The midgame is a hindrance, a barrier to the "real" game, and it's usually neglected by developers once most players are through it.

      So if games themselves reward you only for arriving at the destination, why on earth should you feel bad for not savoring the journey?

      Continue reading Working As Intended: It's not the journey or the destination

      MassivelyWorking As Intended: It's not the journey or the destination originally appeared on Massively on Fri, 25 Jul 2014 13:00:00 EST. Please see our terms for use of feeds.

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        Marvel Heroes celebrates Guardians of the Galaxy
        Posted by Massively [HTML][XML][PERM][FULL] on 25 July 2014, 3:00 pm

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        Marvel's Guardians of the Galaxy film hits theaters on August 1st, and Marvel Heroes is counting down with its 10 Days of Guardians of the Galaxy in-game event. Players can complete three shared quests once per day to max out their allotment of Planet X Bark, which can then be redeemed for loot boxes with varying levels of unique rewards.

        There's also a daily login reward, so head to the official Marvel Heroes website to read all about it!

        MassivelyMarvel Heroes celebrates Guardians of the Galaxy originally appeared on Massively on Fri, 25 Jul 2014 14:00:00 EST. Please see our terms for use of feeds.

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        This week's Super Joystiq Podcast refuses to believe the apartment in Friends doesn't really exist.

        We've somehow managed to rip our hearts and minds away from Bungie's monopolization of the gaming conversation for a week. Ludwig, Jess, Mike, and Anthony convene to talk some of the smaller games, and we've traded one beta for another. Tune in to hear about The Crew beta, the latest episode of The Walking Dead, and the brutal Gods Will Be Watching. Mike shares his thoughts on the Sunless Sea, and the group laments (and celebrates) the ever-shifting release dates of the seasons coming titles.

        Listen to the Super Joystiq Podcast: Podcast timestamps and relevant links are available after the break.

        Continue reading Super Joystiq Podcast 106: The Crew, Gods Will Be Watching, The Walking Dead, game delays

        JoystiqSuper Joystiq Podcast 106: The Crew, Gods Will Be Watching, The Walking Dead, game delays originally appeared on Joystiq on Fri, 25 Jul 2014 13:00:00 EST. Please see our terms for use of feeds.

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        Transformers Universe MOBA now has motorbikes
        Posted by Massively [HTML][XML][PERM][FULL] on 25 July 2014, 12:00 pm

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        Jagex's Transformers Universe MOBA has added Swagger and Diabla to its roster of playable bots, the first such addition since the free-to-play title transitioned into open beta.

        Swagger is an Interceptor-class Autobot who uses his cloaking device to enable hit-and-run gameplay that Jagex says will decimate Decepticon players with reduced defenses. Diabla, on the other hand, is a damage-focused Decepticon who roams the map hunting for single targets and "takes them offline without a second thought."

        You can read Jagex's full PR spiel after the break.

        [Source: Jagex press release]

        Continue reading Transformers Universe MOBA now has motorbikes

        MassivelyTransformers Universe MOBA now has motorbikes originally appeared on Massively on Fri, 25 Jul 2014 11:00:00 EST. Please see our terms for use of feeds.

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          Massively interviews EVE executive producer Andie Nordgren
          Posted by Massively [HTML][XML][PERM][FULL] on 25 July 2014, 1:00 pm

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          EVE Online title image
          If you've been following the development of EVE Online lately, chances are you've heard of Andie 'CCP Seagull' Nordgren and her mission to make deep space colonisation and player-built stargates a reality. Andie has spearheaded the direction of EVE's development over the past few expansions and has gathered a considerable following in the EVE community. At EVE Fanfest 2014, we heard her plans to overhaul EVE's outdated sovereignty and corporation management systems, and to eventually introduce new deep space colonisation gameplay.

          Today CCP announced that Andie Nordgren has been promoted to the position of Executive Producer on EVE Online. I caught up with her for a chat about development on EVE and to find out what this promotion means for the future the game. I've pulled together the important details from the interview in this article, and if you still have burning questions for Andie Nordgren, she's doing an AMA thread on Reddit right now!

          Continue reading Massively interviews EVE executive producer Andie Nordgren

          MassivelyMassively interviews EVE executive producer Andie Nordgren originally appeared on Massively on Fri, 25 Jul 2014 12:00:00 EST. Please see our terms for use of feeds.

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            The use of game analysis
            Posted by Tobold's Blog [HTML][XML][PERM][FULL] on 25 July 2014, 12:14 pm
            A lot of the posts on this blog are about game design: What makes a game fun? What motivates players to act in certain ways? How can good game design make a game better? Of course if we talk about video games and MMORPGs all that game design discussion remains rather theoretical. I don't have illusions of grandeur believing that game designers are reading my blog and will implement my suggestions for improvements to their games. But when we move into the domain of pen & paper role-playing games that changes the situation dramatically. Here, if you can find the strong and weak points of various systems, you can actually make changes to your game and put together the best elements of different systems for your own table.

            One thing that few people realize when discussing pen & paper rules systems is that no two table play the same game. Just look at the various videos I linked to earlier this week, with different groups playing the 5th edition starter set, and you will notice how different the different versions of the same adventure in the same rules system are. The result of that is that is that not all criticism of for example an edition in the edition wars is true for all groups playing that edition. I've read a lot of people saying that 4th edition has no role-playing and the fights are extremely slow, and then I watch those 5E videos and have to say that on MY 4E table there is more role-playing and faster combat than shown in most of those 5E videos. That is why I tend to focus my game system criticism on the rules and the maths behind the rules.

            Having said that, you can also approach a rules system from the point of view of a hypothetical newbie group playing the system as written. And there it is clear that for example 4th edition is a more balanced and less random system of tactical combat, but has clear weaknesses in not having systems in place which encourage or reward role-playing. 5th edition has a far superior character creation system which not only pushes players to create better backgrounds, but also encourages role-playing your flaws by handing out inspiration bonuses; but then 5E isn't good for tactical combat at all, because its high damage versus low hit points and little healing makes combat very random, and there are fewer tactical options based on positioning.

            The solution is to make my own Dungeons & Dragons Edition 4.5 for my table. Which isn't just selecting the best bits from every edition, but also tailors them to the individual needs of my players. What is "best" for my table isn't necessarily best for a different group. In my group role-playing already happens, but much of it is a bit stereotypical (e.g. elf vs. dwarf rivalry), and only one player made a really good background (sorceress who is a Vistani soothsayer). So the 5E character creation system with the personality traits, the inspiration system, and a better background (including the "one unique thing" rule from 13th Age) would surely improve role-playing at my table. But as the players very much enjoy tactical combat, and most of them would not enjoy playing a minor role in a campaign ultimately dominated by wizards, for my table it is very much preferable to stick to 4th edition powers and combat rules. That also has the added advantage that we can keep playing with the existing 4th edition books and their existing French translations, and not switch to a system that only exists in English and doesn't have translations announced yet. It is a lot quicker to just translate rules for background and personality trait creation than to translate all the rules regarding combat, including all spells.

            Where our group is somewhat wary of extensive role-playing is because of previous experience where typical role-playing scenarios ("Here is a mystery in a city, go out and solve it by role-playing!") led to the game getting bogged down in role-playing the details of everyday life and not much happening which actually advanced the story. With the particular situation of my group, which only meets twice per month, the overall result was that three months later we still weren't anywhere near having a clue regarding that mystery. Furthermore, with role-playing usually being a lot less structured than combat, the more extroverted players tended to dominate the sessions, while others just sat back and didn't contribute much at all. But I believe I have found a solution to those problems in recent multi-system adventures like Murder in Baldur's Gate or Legacy of the Crystal Shard. The idea is to give somewhat more structure to role-playing when it is supposed to drive a story forward by introducing "turn-based" elements into it. Which means that the DM makes sure that every player gets his chance to contribute his ideas, and then also gives "turns" to the NPCs, especially the villains. Which means that stuff always happens, villains act after some time, and the way the story progresses depends on whether the players did anything which affected the villain's plan or not.

            That will need some practice, so I'm planning on a last adventure of the current campaign in which I will try to make a city adventure that doesn't stall. And if that works well, we should be ready to start a new campaign, starting with an improved character creation. Technically it will still be 4th edition, but with none of the flaws that people believe that edition has. Because the flaws of 4th edition are mostly flaws of omission, and those can be more easily fixed by just adding the stuff that isn't done so well in the books.
            Tobold's Blog



            Quote of the Day – In Space it is Still Location, Location, Location
            Posted by The Ancient Gaming Noob [HTML][XML][PERM][FULL] on 25 July 2014, 12:00 pm
            To put it bluntly, if you want to catch instawarping interceptors, the most important part is living in London. -Namamai, Understanding the EVE Online Server Tick There is an interesting/informative article up over at TMC about how the processing loop of EVE Online dictates if you’ll be able to lock up and point that decloaking […]


            One Theme, Five Ways: Customizing Adelle
            Posted by WordPress.com News [HTML][XML][PERM][FULL] on 25 July 2014, 11:00 am
            Popular free theme Adelle has a lot more to offer than its signature pink dots, as these five bloggers show us.


            A nervous Twitch.TV
            Posted by welshtroll [HTML][XML][PERM][FULL] on 25 July 2014, 10:06 am
            Reports are out that Google has completed the purchase of Twitch.Tv for $1 billion which confirms the rumours about the purchase that were circulating in May. I’m interested to see what steps Google take with the streaming service, whether it will include auto-saving of shows directly to The YouTube site along with tighter integration or if […]


            Destiny beta now open to all (sorta)
            Posted by Massively [HTML][XML][PERM][FULL] on 25 July 2014, 10:00 am

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            Bungie has expanded Destiny's beta to include everyone regardless of console (PlayStation 4, PlayStation 3, Xbox One, Xbox 360) and regardless of whether or not you've landed a beta code. There is a catch, though, and that catch is that you must have either an Xbox Live Gold or PlayStation Plus subscription.

            The firm plans to stress test its servers this weekend, and it will also be giving away an in-game emblem for players who help out on Saturday, July 26th.

            MassivelyDestiny beta now open to all (sorta) originally appeared on Massively on Fri, 25 Jul 2014 09:00:00 EST. Please see our terms for use of feeds.

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            RIFT's Unicornalia returns through July 30
            Posted by Massively [HTML][XML][PERM][FULL] on 25 July 2014, 11:00 am

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            Did you miss out on RIFT's Unicornalia event last May? Well, it's back, according to a post on the fantasy MMO's website. Refugee unicorns from the Plane of Life require your assistance, and you'll need to "find the PRI representatives in your capital city to discover how you can help."

            Onyx Unicorn mounts are obtainable via rare drops from the Hooves and Horns event in Moonshade Highlands, as a reward for completing the Rainbow in the Dark achievement, or from the game's cash shop. Opal Unicorn mounts can be had from daily quests or the store.

            Unicornalia runs through July 30th.

            MassivelyRIFT's Unicornalia returns through July 30 originally appeared on Massively on Fri, 25 Jul 2014 10:00:00 EST. Please see our terms for use of feeds.

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