Anarchy Online's graphics engine upgrade suffers delays
Posted by Massively [HTML][XML][PERM][FULL] on 27 August 2014, 11:00 am

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Anarchy Online
Funcom has announced that two Anarchy Online developers, Genele and Macrosun, are leaving the studio and "relocating back to their homelands in Scandinavia." That's bad news for MMO gamers patiently awaiting the game's promised new graphics engine, as the devs' departures mean delays for both the upgrade and the next patch. Creative Director Joel "Nusquam" Bylos explained the situation to players on the official forum:
[L]osing competent and knowledgeable people does have some impact on our development schedule, so we've had to rearrange some things and tune our schedules to make sure we can deliver on our vision for the game. Originally we were planning to patch 18.7 to live this month. We have now delayed it until we have had the chance to give it a thorough going over with the new designers. It is a large and complex patch and we want to be a hundred percent certain that we understand all of the intricacies of the patch before we make it live.

Additionally, because Macrosun was the technical coordinator on the new engine, it causes some challenges on the code side. It will take our live coders some time to get themselves acquainted with the engine and all that it entails. The beta will remain up and running and we hope to get past beta status as soon as we can.
Nusquam noted that Henry "Michizure" Senger will take over for Genele and that the existing live team was organized with "competence sharing" across the studio's games to minimize the impact of personnel shifts. Funcom earlier this week tweeted about new job openings in its Durham, North Carolina, location.

[Thanks to tipster Divalicious Diva. Image credit: Azzura.]

MassivelyAnarchy Online's graphics engine upgrade suffers delays originally appeared on Massively on Wed, 27 Aug 2014 10:00:00 EST. Please see our terms for use of feeds.

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A gender-neutral thought
Posted by Tobold's Blog [HTML][XML][PERM][FULL] on 27 August 2014, 10:07 am
I totally get where this article on sexist video-gamers being terrorists is coming from. Nearly everything in that article is true. But I feel that there are two issues here, and mixing them up that way isn't all that helpful. One is sexism, which most certainly exists, and the other is video gamers behaving extremely badly under the cover of internet anonymity, which also most certainly exists. But if you drew a Venn Diagram of this, you would find that while there is a substantial overlap, the overlap isn't total.

For example the terrorist accusation has as example the bomb threat called in on a plane carrying SOE's John Smedley. Which is certainly an example of extreme video-gamer behavior, but not motivated by sexism. So is the example of the gamer calling a SWAT team to the house of his opponent after losing at Call of Duty. I mean in no way to excuse the abominable behavior recently shown by gamers that *are* based on sexism. But I think that it would be better to separate those two issues. If we would magically end sexism tomorrow, the problem of video gamers calling in bomb threats on video game executives would still remain.

Feminism is a broad church that is not speaking with one voice, but with millions of them. Many of those voices speak out against actual discrimination and are totally right to do so. But some other voices are fueled by hate against anybody with a Y-chromosome. And just like you can be a true Christian without supporting everything the extreme Christian Right says, you can be for gender equality without supporting everything the extreme feminists say. And in the above case it becomes very hard to stand up against video gamer hate if that means having to subscribe to feminist hate to do so. We could get a much broader support, especially from men feeling uncomfortable with some parts of some feminists' agenda, if we considered the two issues here separately. That doesn't mean you can't fight for both issues, but we should accept the two issues as different and quote sexism as an example instead of the underlying motivation for all video gamer hate. The kind of video gamers we are talking about really just hate about everything, not just women or feminists.

That brings me to the gender of the video gamer spewing hate on Twitter. Twitter has 271 million monthly active users. And increasingly the tweets are hateful in nature. There is something about the format that makes it easier to fire off a short hateful remark than a balanced, reasoned opinion. And sorry, but that isn't limited to male users of Twitter. Even on videogames you can find extremely nasty tweets written by women. While I am pretty much convinced that the majority of video gamers spewing hate is male, again it wouldn't be correct to paint that 100% as a gender issue. I am also pretty sure that the majority of the video gamers spewing hate is under 35 years of age, but it wouldn't be helpful to dress this discussion as a generational issue either.

We live in a civilization based on laws and certain rules of civilized behavior. Some people have discovered how internet anonymity can sometimes allow them to act outside of these laws and rules without consequences. The long-term effect of this will most certainly be that we will lose our right to remain anonymous on the internet. Everybody who uses that anonymity for a fake bomb threat or similar illegal activity makes it harder for the rest of us to insist on our right to privacy on the internet. As video gamers, regardless of gender, we need to speak out against the lawless sub-culture of video gamer hate. Because we don't want to mention at the water-cooler that we play video games and get a reply "Video gamers? Isn't that this terrorist outfit I hear so much about in the news?".
Tobold's Blog



The Daily Grind: What would you want in a World of Warcraft 2?
Posted by Massively [HTML][XML][PERM][FULL] on 27 August 2014, 9:00 am

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wow
Your guess is as good as mine as to how serious Blizzard was being the other week when it floated the possibility of a sequel to World of Warcraft during an interview. After all, words are cheap, but development is crazy expensive.

But let's have a little fun with this concept today, whether or not a WoW 2 is in the making. Assuming that there was one being brewed up, what would you want to see done with it? Would it embrace more sandbox features? Would it simply remake the current game or jet off on its own timeline? Would you even prefer a platform switch, such as a mobile WoW or a virtual reality-based one?

Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

MassivelyThe Daily Grind: What would you want in a World of Warcraft 2? originally appeared on Massively on Wed, 27 Aug 2014 08:00:00 EST. Please see our terms for use of feeds.

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    On rose-tinted glasses
    Posted by Tobold's Blog [HTML][XML][PERM][FULL] on 27 August 2014, 7:45 am
    Telwyn is discussing his notion that most people in the MMO blogosphere have rose-tinted glasses and are "idolising the past". I'd like to point out that many of the "classic" MMORPGs like Ultima Online or the first Everquest are still around. The fact that not many people play them any more tells me that they don't compare that well to modern games. Having said that, everybody has his first MMORPG, and that one is likely to have a profound impact on the thinking of that player. Because every MMORPG after your first is a mix of new stuff with features you already know, and thus is somewhat less impressive.

    Old MMORPGs serve one important purpose in the context of blog discussion: They tried out a lot of ideas that ultimately didn't work. The experience players and game companies had with this classic games had a strong influence on how later games were designed. If you played Ultima Online early on, you will have a very different understanding of why in modern games PvP is often so limited. If you played Everquest 1, you will have a very different understanding of why modern games have flight paths, teleports, and other forms of fast travel. Everquest 1 is also fundamental to understand the quest-driven gameplay of World of Warcraft and beyond. So it is not so much "idolising" past games as being able to quote them in the context of brilliant new ideas that were in fact already discarded a decade ago. If we don't remember the past, history repeats itself, "first as a tragedy, second as a farce".

    But of course those rose-tinted glasses exist. People say the "remember" those old games, when in fact they have a curiously selective memory that blends out anything that doesn't fit in their world view. Thus instead of remembering how after the split of UO nobody wanted to play in Felucca any more and Trammel was overcrowded, they choose to remember how "great" unlimited player-killing was before the split. If only the devs hadn't allowed all the potential victims to escape to safety! Ignoring that if the devs hadn't done that, the game would have died, because those victims were already running away by quitting the game.

    Curiously people also sometimes forget the things that did work. How often have you heard that "forced grouping" doesn't work? The developers of several quite successful games before WoW would beg to differ, it worked quite well at the time. The negative effect of lone wolves not wanting to play such a game is compensated by the positive effect of people enjoying to play with others and making friends. Social bonds are stronger if you actually *need* other people to progress yourself. You might get less players on day 1, but then you don't have two thirds of your players quitting the game on day 30, which overall might be healthier for the game.

    Games can serve as huge social experiments, but that only works if you compare the game with itself, before and after a change. You can't take the fact that people tend to flock to a new game as proof that a specific feature of the new game is better than a specific feature of the old game. Even the fact that World of Warcraft had a peak subscriber number 30 times higher than the previous games doesn't mean that *every* feature and design decision of WoW was better than the equivalent of the older games. People tend to like game for the overall impression that game makes on them, it rarely boils down to one specific feature.
    Tobold's Blog



    Unlocking Sims 4 Rewards
    Posted by MmoQuests.com [HTML][XML][PERM][FULL] on 26 August 2014, 4:28 am
    I continue to play my legacy family in the Sims 3, despite the fact that the family has lost their dog (and I placed their horse up for adoption). Tristan is growing up happy and healthy, and because of a … Continue reading


    D&D is only as good as the DM
    Posted by Tobold's Blog [HTML][XML][PERM][FULL] on 27 August 2014, 4:22 am
    I recently argued that pen & paper roleplaying had fallen out of favor because it is so much harder to organize a tabletop session than to organize some other game online. But the 5th edition starter set has resulted in a lot of podcasts and YouTube videos of different groups recording their session of playing the same adventure with the same rules. And one can't help but notice that the quality varies widely. So if you think of a hypothetical group of teenagers trying to get into D&D without outside help, just armed with the Starter Set and the Basic Rules pdf, there is an obvious pitfall: A DM who is new to both playing and leading a game is quite likely to be bad at it. And that might turn the whole group away from that hobby.

    Now the good news is that D&D, even if some people would like you to think otherwise, is not *one* game but a million different ones. There is no such thing as the one true way to play Dungeons & Dragons, however much some people might preach their way. You can run a game with an adventure that has a predefined story with a beginning, middle, and end. You can also run a game which is more or less pure sandbox, with no story at all. And everything in between.

    Those two extremes point towards two main qualities that a DM must have: To run an adventure with a fixed story and fixed encounters, he must know the adventure very well, know the rules, and come to the session well prepared. Especially if you play tactical encounters with figurines/tokens on a map, preparation makes a huge difference on how smooth and fast that is going to run. The second quality comes from the sandbox aspect of D&D: A DM must be good at improvising. Even if the players are supposed to follow a story, it is always possible that they make some unexpected decision that leads the events in a different direction. And the DM must be able to come up with a believable response of the game world to whatever action the players perform. You probably hadn't thought the wizard would use a fireball in the bar room brawl, so how does your city react to the tavern being on fire?

    Every DM needs both of those qualities. Being good at improvisation doesn't absolve you from having to know the rules and your game world. Whatever you improvise today will be canon lore tomorrow, so you will have to remember what told your players about some NPC or location. And if you make an improvised rules decision, that better fit with the existing rules. Otherwise your overly generous bonus you gave a player for throwing sand in his enemies' eyes will become a new house rule that leads to every player carrying a bag of sand around.

    In my eyes a computer usually makes not a great DM. A computer is good at consistency and speedy delivery of prepared rules and story. But a computer is lousy at improvisation. I'm currently playing Divinity: Original Sin, which makes a great effort to have the game world react in different ways to different approaches that you can take in any given situation. But you can't help but notice that things like destructible environment are frequently limited: You throw a fireball into a room and the chair gets destroyed, but the tapestry doesn't; the chair was programmed as possibly destructible object, the tapestry is just a texture on the wall and can't really be interacted with. Thus typical computer game problems of world-saving fantasy heroes being stopped by a knee-high fence.

    But if you compare a computer game with a tabletop game, it is perfectly possible for the DM of a tabletop game to be worse than the computer. A human DM can be bad at *both* improvising and prepared content. In 30 years of tabletop roleplaying I certainly met my fair share of bad DMs that would have made me choose a computer instead if I had been given the option. A computer is some sort of baseline mediocre at running a good game, and many human DMs can do a lot better, which is why I prefer pen & paper roleplaying to the computer version. But I can just as well imagine a group of teenagers trying out D&D for the first time with a DM who is badly prepared and bad at improvising, and concluding that their computer games are better than that.
    Tobold's Blog



    Important: Azir, the Emperor of the Sands, Revealed
    Important: Patch 4.15 Notes
    Important: Ascension' game mode coming soon to PBE
    Important: Unofficial PBE Patch Notes for 8/26/2014 - Azir, Ascension Files, Renekton MTU, New Profile Icons (STILL WORK IN PROGRESS)


    Contents

    Due to HUGE amount of info today, i'm making a list for easier navigation:

    • It’s Time for a Sugar Rush!
    • L4T3NCY on Ascension Game Mode
    • Ranked Restrictions
    • Detecting and Banning Extreme Intentional Feeders
    • Praeco on Music Production at Riot
    • Ghostcrawler on Diversity and Splitpush
    • Further Meddler's Champion Design Talk
    • Massive Q&A on Azir



    WIP Post

    UPDATE4: New small patch hit PBE after ~7 hours. Contains name of release Azir skin - Galactic Azir and the adorable antlermouse on SR VU!
    UPDATE3: Added some interesting ascension
    UPDATE2: Azir video is up!
    UPDATE: Added new profile icons below Renekton's MTU
    NOTE: There's placeholder images for new Kha'zix skin!


    Azir

    Base Stats

    • Damage: 43 (+ 2.8 per level)
    • Health: 390 (+ 80 per level)
    • Mana: 280 (+ 42 per level)
    • Attack Speed: 0.6?? (+1.5% per level) - Need to check in game
    • Movement Speed: 330
    • Armor: 14 (+ 3 per level)
    • Magic Resist: 30
    • Health Per 5 Sec: 6 (+ 0.55 per level)
    • Mana Per 5 Sec: 6.5 (+ 0.65 per level)
    • Range: 525

    Abilities

    <table style="height: 763px; width: 600px;" border="2"> <tbody> <tr> <td style="width: 225px;">

    [Passive] - Shurima's Legacy

    </td> <td style="width: 400px;">

    Will of the Emperor: Azir gains 2% Attack Speed for every 1% Cooldown Reduction he has.

    Sun Disc: Azir can summon the Sun Disc from the ruins of a turret once every 3 minutes. The Sun Disc behaves like a normal turret but disintegrates over 1 minute. Click the ruins of a turret to activate Disc of the Sun. The ruins of enemy Nexus and Inhibitor turrets are immune to this ability.

    </td> </tr> <tr> <td style="width: 225px;">

    [Q] - Conquering Sands

    </td> <td style="width: 400px;">Azir sends all Sand Soldiers toward a target location. Sand Soldiers deal 60/90/120/150/180 (+0.6*AP) magic damage to all enemies they pass through and apply a stacking 20% slow for 1 second.

    Cost: 70/70/70/70/70 Mana

    Range: 800

    Cooldown: 10/9/8/7/6</td> </tr> <tr> <td style="width: 225px; text-align: center;">

    [W] - Arise!

    </td> <td style="width: 400px;">Azir summons a Sand Soldier for 9/9/9/9/9 seconds. When Azir attacks an enemy in a soldier's range, the soldier attacks instead of Azir, dealing 50/55/60/65/70/75/80/85/90/100/110/120/130/140/150/160/170/180 (+0.7*AP) magic damage to enemies in a line. Soldiers attack even if Azir himself isn't in basic attack range.

    Azir can store up to Sand Soldiers at a time. A new soldier becomes available every seconds. Moving too far away from soldiers deactivates them. Sand Soldiers expire twice as fast when near an enemy turret.

    Cost: 40/40/40/40/40 Mana

    Range: 450

    Cooldown: 1.5/1.5/1.5/1.5/1.5</td> </tr> <tr> <td style="width: 225px; text-align: center;">

    [E] - Shifting Sands

    </td> <td style="width: 400px;">Azir dashes to one of his Sand Soldiers, damaging enemies hit for 60/90/120/150/180 (+0.4*AP) magic damage and knocking them up for 0.5/0.5/0.5/0.5/0.5 seconds. If Azir hits an enemy champion, he stops and gains a 4/4/4/4/4 second shield that absorbs 60/100/140/180/220 (+) [15% of bonus Health] damage.

    Cost: 60/60/60/60/60 Mana

    Range: 1100

    Cooldown: 23/21/19/17/15
    </td> </tr> <tr> <td style="width: 225px; text-align: center;">

    [R] - Emperor's Divide

    </td> <td style="width: 400px;">Azir summons a wall of armored soldiers that charge forward, knocking back enemies and dealing 150/225/300 (+0.5*AP) magic damage. The soldiers then remain as a wall for 5/6/7 seconds.

    Enemies will be stopped by Emperor's Divide, even if they attempt to dash over the wall, but Azir and his allies can pass freely and gain 20% movement speed for 1 second when they pass through the wall.

    Emperor's Divide does not interact with Azir's basic attacks or spells.

    Cost: 100/100/100 Mana

    Range: 250

    Cooldown: 140/120/100</td> </tr> </tbody> </table>

    Tips

    Playing as him

    • Be careful about putting down both of the soldiers stored by Arise! Unless you're going all-in, always have a soldier in your back pocket if you need to escape over a wall or if you misposition your other soldier and need damage now.
    • In the lane, try to position your soldiers between the enemy's minions and the enemy champion. This way you can use them both to last hit and to project threat onto your lane opponent.
    • Think of Emperor's Divide as a defensive ability first and foremost. Use it when the enemy engages on you or your allies. Remember that your team can walk through the soldiers summoned by Emperor's Divide and use this to your advantage when enemy melee champions engage on you.
    • Be a bird!

    Playing against him

    • Azir relies on his soldiers to deal damage and can only move them so often. Try to capitalize on windows of time when his soldiers are stationary.
    • Azir has immense damage over a prolonged amount of time but lacks the upfront burst of other mages. Try to burst him out before he can turn a confrontation around.
    • Try to think of Sand Soldiers as fire. Don't stand in the fire

    Galactic Azir


    New Profile Icons

       

      


    Antlermouse (SR VU)

    A new animal added to new Summoner's Rift! Adorable


    Ascension Files

    Many files, tips and strings were added for this new featured game mode! For basic information, check this post. Here i'm gonna list some more To list some of the most interesting / not listed informations:

    Ascension Buff

    Ascension BuffAscension - This champion has ascended!
    Mana and Energy consumption reduced by 100%
    Health costs on abilities reduced by 50%
    +@f1@ Health
    +@f2@ Attack Damage
    +@f3@ Ability Power
    +@f4@% Armor Penetration
    +@f4@% Magic Penetration
    +25% Cooldown Reduction

    Incoming healing and regeneration effects are reduced by 50%.
    Always visible while Ascended, even while stealthed or in brush.

    RoG NOTE: Very possible that HP, AD, AP, Apen and Mpen number change depending on time or average level of champions in the game!

    Ascension Buff Xerath

    Ancient Ascendant - Xerath reduces incoming damage by @f1@%.
    Xerath is inedible and cannot be killed by Consume or Feast.

    ''I am the will of man unbound by flesh.''

    RoG NOTE: Same as note above.

    Ascension Warp Protection

    Phoenix Dawn - This unit has just teleported and is briefly protected.

    ''A Champion reforged on the sun's anvil knows no fear. ''

    Golden Transcendance - Trinket

                      

    UNIQUE Active: Use this trinket to teleport to one of the battle platforms. Can only be used from the summoning platform.

    ''It is at this magical precipice where a champion is dismantled, reforged, and empowered.''


    Renekton Model & Texture Update

    Base

    Outback

    Galactic

    Bloodfury




    FEAR Multiplayer Playdate This Friday!
    Posted by Articles [HTML][XML][PERM][FULL] on 27 August 2014, 12:28 am

    FEAR remains a surprisingly popular multiplayer shooter in the long years since its release. Thanks to Psoplayer's support of the 2013 donation drive we're going to have a game night this Friday! Server info will be posted on the front page as we get closer to game time. We'll start 7PM CST and play until our old, atrophied reflexes finally give out.

    The best part? It's totally free! Hit the FEAR Combat Community site to get a CD key and download the game files. See you on Friday!

    read more




    GWJ Conference Call Episode 411
    Posted by Gamers With Jobs - Conference Call [HTML][XML][PERM][FULL] on 26 August 2014, 11:56 pm

    Episode 411 - August 27th, 2014
    Kerbal Space Program Update, EU IV, Distant Worlds, Shadowgate, Five Nights at Freddy's, Genre Resurgences With Community Guest Tboon!, Your Emails and More!

    Right Click Here and 'Save As' to Download!
    (A Tboony 38.5 MBs, 1:07:15)

    This week community podcast supporter Tboon joins us on the show!

    read more




    Media Link

    Weekend Fleet Ops in Delve
    Posted by The Ancient Gaming Noob [HTML][XML][PERM][FULL] on 11 August 2014, 11:00 am
    The “Good Fites” war in Delve continues on, giving us something to do during our summer vacations, such that they are.  As usual, I tend to just sit and do other things until Jabber pops up and tells me it is time for a space fight. Saturday morning seemed to be a rich time for […]


    World of Warcraft – 10 Years 10 Questions
    Posted by The Ancient Gaming Noob [HTML][XML][PERM][FULL] on 11 August 2014, 2:00 pm
    Over at ALT:ernative chat there is a survey request centered around the impending World of Warcraft ten year anniversary.  Since bloggers do it for an audience, I will answer the questions in the form of a blog post (as bloggers were encouraged to do.)  You are encouraged to respond as well.  Please go to the […]


    People Aren’t Wearing Enough Hats!
    Posted by The Ancient Gaming Noob [HTML][XML][PERM][FULL] on 12 August 2014, 11:00 am
    Last week Rixx Javix put up a post over at his blog about hats. Specifically his post was about EVE Online avatars that he has adorned with hats over the years, including his own and others. You should go look at that post.  He has done a lot of hats.  EVE Online avatars with hats […]


    SOE Live 2014 – What Are You Wishing For?
    Posted by The Ancient Gaming Noob [HTML][XML][PERM][FULL] on 12 August 2014, 3:00 pm
    Currently I am not very invested in any SOE games.  I pay some attention to changes in EverQuest, with occasional glaces towards EverQuest II, based mostly on nostalgia for the “good old days,” but otherwise there isn’t much in their current lineup that thrills me.  Landmark has some potential once it gets closer to being […]


    Civilization – The Battle for Yaroslavl
    Posted by The Ancient Gaming Noob [HTML][XML][PERM][FULL] on 13 August 2014, 1:00 pm
    We returned for our twelfth round of this game of Civilization V, which started back in early May.  Joining me this week was Potshot and Loghound, it being Mattman’s turn for a week away. I had a very simple goal for this round.  I wanted to knock out two, or maybe three if we were […]


    A Busy Thursday in August for MMOs
    Posted by The Ancient Gaming Noob [HTML][XML][PERM][FULL] on 14 August 2014, 11:00 am
    Here it is Wednesday night and I am wondering what I am going to post about tomorrow.  I have several choices, as tomorrow appears to be a busy day in the MMO world. Blizzard At 9:30am Pacific Time (16:30 UTC) Blizzard is going to do their big announcement for the date for the Warlords of […]


    Warlords of Draenor to Ship on November 13, 2014
    Posted by The Ancient Gaming Noob [HTML][XML][PERM][FULL] on 14 August 2014, 1:26 pm
    The age of the whimsical panda is over… Chris Metzen, Blizzard Senior Vice President, Story and Franchise Development The moment announcing the moment many of us have been waiting for.  Warlords of Draenor will drop on November 13, 2014, just after BlizzCon, which runs November 7-8 this year. The Blizzard team showed some previews of the […]


    Whither Outland?
    Posted by The Ancient Gaming Noob [HTML][XML][PERM][FULL] on 15 August 2014, 12:00 pm
    After finishing up the 1-60 achievements for my Loremaster project, culminating with the Bloodmyst Isle run, I hit a bit of wall in my effort.  I can be a very goal oriented person, but once the goal has been achieved I sometimes drop right off.  So while I had a lot of fun going through […]


    Steam Mistake? Tropico 4 Collectors Bundle for 39 Cents [mistake fixed]
    Posted by The Ancient Gaming Noob [HTML][XML][PERM][FULL] on 16 August 2014, 1:30 pm
    The Tropico 4 Collector’s Bundle for 39 cents… um… I’m in. You could literally sell a couple of trading cards to pick up this bundle. I heard Alikchi spotted this and the word has spread. Addendum: As noted in the comments, somebody at Steam noticed their mistake and the price has been changed.  It was climbing […]


    Quote of the Day – Prescience at GDC 2007
    Posted by The Ancient Gaming Noob [HTML][XML][PERM][FULL] on 16 August 2014, 2:00 pm
    …because of wow, and all the dumb money and all the publisher pressure, there’ll be lots of games that shouldn’t have been MMOs but would have been great boxed products. Lots of publishers are pushing for that subscription pie, but they’ll fail. -Rob Pardo,  MMOs Past, Present, and Future Panel at GDC 2007 Back in […]


    Warlords of Draenor – Expendables Style
    Posted by The Ancient Gaming Noob [HTML][XML][PERM][FULL] on 17 August 2014, 1:00 pm
    Last Thursday we had the big reveal.  Blizzard had an event where they talked about various aspects of the Warlords of Draenor expansion and gave us the big news that we had all been waiting for, the launch date. And they also showed us the big cinematic trailer.  This focuses on the change in lore.  […]


    Tower Watch in Fountain and Delve
    Posted by The Ancient Gaming Noob [HTML][XML][PERM][FULL] on 18 August 2014, 1:00 pm
    It looked like it might be a good week for fights.  The word came down that the rest of the N3 coalition was going to deploy to Delve to join Northern Coalition and help boost their numbers.  NC and Black Legion had also gone out of their way to reinforce a number of CFC towers […]


    SOE Live – The Norrathian Front
    Posted by The Ancient Gaming Noob [HTML][XML][PERM][FULL] on 19 August 2014, 1:00 pm
    SOE Live went off this past weekend in Las Vegas and, in my typical hope in the face of reality sort of way, I tuned in to watch several of the live streams with the idea that SOE might have some magic potion that would tempt me back to one of their games… or would […]


    Civilization – The Fall of Babylon
    Posted by The Ancient Gaming Noob [HTML][XML][PERM][FULL] on 20 August 2014, 1:00 pm
    The more people smoke herb, the more Babylon fall. -Bob Marley Babylon falling was certainly one of the possible scenarios as we went into the 13th session of our game of Civilization V. This time around Loghound was off at a family event, but Mattman was back from camping, so he joined Potshot and I […]


    Two Shy in Terokkar Forest
    Posted by The Ancient Gaming Noob [HTML][XML][PERM][FULL] on 21 August 2014, 1:00 pm
    The chase for the Loremaster title continues in Outland.  Having decided to go through the unfinished zones the hard way, at level with a character new to each zone, it was time to get started.  My rogue, Trianis, ran through some of Hellfire Peninsula in order to gear up a bit and get to level […]


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