2008. június 18., szerda

MMORPG Addiction - 10 Signs

With the advent of Massively Multiplayer Online Role Playing Games (MMORPG), a lot of people have suffered from MMORPG over-addiction, so much so that some of them have slowly confused the real world with the fantasy environment of the games they're playing. I kid you not! This seeming merger of truth and fiction is not restricted to costume plays (or cosplays), sci-fi conventions or game launches. It has extended to everyday life. And if you have been playing a particular MMORPG for hours upon hours, each and every day, you might be suffering from MMORPG over-addiction yourself!

How would you know?

Here are 10 signs that can be observed if ever you have too much MMORPG adrenaline in your system.

1. Whenever you want to buy something, you think in terms of gold instead of dollars. Gold, of course, is the unit of currency in most MMORPG game worlds.

2. Whenever you accomplish a significant deed, you subconsciously expect to level up, coupled with a sound in the background to inform the world of such a feat. MMORPG programs reward players with experience points which can be used to increase their levels.

3. You find yourself speaking in Old English. Quite a number of MMORPG systems require the players to role play their characters as if they're living in a fantastical, medieval world. This includes conversing in Old English. So hear 'ye, hear 'ye, hear 'ye, if thou hath been speaking the tongue of ages yore, thou hath been possessed by the soul of thy machinated character.

4. You start referring to you bag as your inventory. A staple of MMORPG programs is a limited inventory screen that allows your character to carry a certain number of implements.

5. You start describing your irritating acquaintance as a "re-spawning monster." The monsters in all MMORPG systems persistently re-spawn so that players would always have something to kill for some experience points.

6. Whenever an item, like a gadget perhaps or a book, is priced beyond your budget, you start to subconsciously hope that you'll get it soon with a future "drop." In MMORPG programs, monsters drop useful items whenever they're destroyed. Sometimes, they drop some very rare and very valuable items.

7. When ever you need the help of a friend in the real world, you sometimes inform him by screaming "tank!" or "aggro!" The terms tank and aggro are MMORPG-generic words that refer to a variety of support from party members. Tank refers to the act of having someone with higher HP attack a monster first. The monster would focus on such a player, and the other player with lower HP would attack it from behind and claim a majority of the experience points. Aggro refers to a slew of support spells from the magic users of the same adventuring party.

8. At the end of every month, you'd be surprised to discover that you have exhausted all your vacation and sick leaves from work. In South Korea, for example, where MMORPG programs are a huge hit, employers complain of massive employee absences whenever a major game is released. Indeed, an MMORPG has the power to take over your virtual as well as your real life.

9. You spend countless sleepless nights thinking of strategies that would help you build your character, or defeat a seemingly undefeatable boss. FREE MMORPGs programs often require more strategy that what you'd expect, and trying to discover the best tactics that work is part of the fun.

10. Whenever you're planning your monthly budget, you give paramount importance to allotting payment for your MMORPG's subscription. There is no shame here. We're all guilty of the same thing.

Should you start worrying?

Should you begin to consider a change in lifestyle?

Should you consult a therapist?

For as long as the other aspects of your life, which are more important than your need for an MMORPG fix, are not compromised, then your preference for MMORPG programs, whether casual of a product of an addictive tendency, can still be considered as healthy.

But if you start jeopardizing your health, your job, your family and your overall wellbeing, then dude! You have to realize that though an MMORPG offers a world of endless fun, it's just a game, and your life is not.

Source : www.bharatbhasha.com

Links :

2008. június 17., kedd

Test Server Patch Notes 6/14


  • You should no longer do the loot animation while swiming.
  • The flame on the Torch of Eiglophian will now die after a while.
  • Now all spells can be casted with dagger and staff without problems.
  • When you train Basic or Advanced Riding, you will no longer be teleported
  • Fixed an alignment issue with quest indicators over quest NPC’s heads.
  • Transition Quest Goal Markers have been updated to fit where the NPC’s now stand.
  • Locking to raid instances have been fixed. All players participating in a raid will now be locked.
  • Fixed problem that would cause the resource manager to hang indefinitely if the client consistantly fails to download a resource.
  • Bonus spell damage now increases both minimum and maximum damage, instead of just maximum (average damage will remain unchanged).
  • Stat bonuses from items (strength, wisdom, dexterity and constitution) will now properly affect your character (Note that strength now directly affects your DPS, not your attack rating).


  • All Assassin abilities which stack multiple times now have a stack count in the buff GUI.
  • All Bear Shaman, Priest of Mitra, and Tempest of Set abilities which stack multiple times now have a stack count in the buff GUI.


  • Hood of Jagged Barbs has been revamped.
  • Polearms should now be the intended size.
  • Added new purple rare drops to world loot.
  • Conqueror Spear should now look the right size.
  • Cimmeria hide light wrist should no longer clip with arms
  • Changed reference to Steelsilk to Gossamer Silk in the Full Trade Response.
  • Average, Fair, Fine and Superior Meat will no longer end up in the quest inventory.
  • Crafting Item: Renamed item “Bloodsilver-studded Boots” to “Bloodsilver-mail Boots”
  • The purchase price of vendor-bought alchemy reagents are now one third of what they were.
  • Hek’lar’s Accursed Dagger will now appear with the correct icon in the player’s inventory.
  • Fixed an issue with ‘Darfari Armbands’, they should be visible on female characters and have stats now.
  • Crafting Item: Skymetal-studded Wristbands and Bluesteel-studded Wristbands (rare) And should be different from each other.


  • Vistrix’ Profanity debuff has been tweaked.
  • Ice Cave: Ice worms should now attack correctly.
  • Field of the dead: Dusk wolf should reset properly.
  • The Acheronian Warlord will drop bossloot armor again.
  • The trader in Lacheish Plains has been removed as intended.
  • Toirdealbach should now be a more fun and playable encounter.
  • The Catacombes: Necromancer Undead should now attack correctly.
  • The Champion of the Honorguard now uses its correct abilities again.
  • Ethi woke up with his height a bit smaller than what it was yesturday.
  • Villa Lentulus: Gurges the Nimble should react normally to players.
  • Yakhmar’s Cave: Yakhmar should no longer get stuck if it cannot reach its target.
  • Kyllikki’s Crypt: Kyllikki should reset properly when noone is in her hate list.
  • Khopshef Province: Freed Rogue Slave should now use his weapons correctly.


  • Revamped translation so the blood is displayed relative to horse as well.
  • The targetting arrow should now be positioned correctly when targetting a horse, gorilla and Mtilator
  • You will half your chance of beeing knocked off the horse from the sides. You cannot be knocked off the horse if the attacker is standing in front of you
  • Monsters lower level than you will have a much lower chance of knocking you off the horse. Monsters higher level than you will have a much higher chance of knocking you off the horse.
  • Fixed a problem where advanced mount abilities were being given out by the basic training. Mammoth and Rhino owners - Please use /claim again. This will train the attack abilities associated with these two mount types.


  • Purple Lotus Swamp: Ladders should now work correctly.
  • Tarantia Noble: Players should now be able to teleport into the arena by clicking on the door.
  • Tarantia Noble: The Arena in Armsman Tavern has been redone. If you are looking for challenging arena fights, you can do so either alone or as part of a group.

Player Cities

  • Player Cities will now have the Trader NPC now.
  • The stack-size of building materials has been raised to 1000.

Player Characters


  • New buff counters were added to a number of mage and soldier effects.
  • All gathering feats should now have the correct proficiency suffix in their name.
  • The Goad ability can be trained and used on a NPC that does not have aggro on you. You must be in combat to use this ability.
  • The buffs from rogue general feats Concealment, Distraction and Mountaineer will now be removed from characters when they untrain feats.
  • You can no longer enter spellweaving when climbing or swimming. If you are hiding or crouching and enter spellweaving, you will leave that state immediately.


  • Flesh Rot now applies a separate debuff for each player Lotus Weapons now now applies a separate debuff for each player.

Bear Shaman

  • Wreck Armor I+II+III combos now have improved visuals and sound.


  • You may now use Incite the Ranks if Fire Weave is running.
  • Throat Slash can now only be used with a melee weapon and not a ranged weapon.

Dark Templar

  • Soul Barrier’s cast time has been reduced from 3 seconds to 1 second.
  • Changed the Cooldown of Unhallowed Blight III to 20s.
  • Changed the Unholy Debuff to be 5% on all combos. - Changed the duration of the debuff to last for 25s.
  • Reduced the Mana cost of the following spells by 50%:
    • Aura of Dread Fury (Ranks 1 - 4)
    • Aura of Infusion (Ranks 1 - 5)
    • Covenant of Pestilence (Ranks 1 - 4)
    • Covenant of War (Ranks 1 - 3)
    • Covenant of Death
    • Covenant of Invulnerability (Ranks 1 - 3)
    • Covenant of Vengeance
    • Drain Life (Ranks 1 - 5)


  • Waves of Flame now inflicts more damage each tick.
  • The animation for the Demonologist-spell Unholy Hate has been slowed down by 25%.
  • Resolved an minor issue with Demonologist spellweaving not affecting stamina potion effects.

Herald of Xotli

  • Resolved a issue with “Blood Pit” so it will always spawn if you successfully kill a minion with the “I Eat Your Heat” combo.


  • You no longer lose the Cannibalism spell when investing the second feat.
  • Vile Insight now gives the intended Unholy Specialization as reflected in the description.
  • Plauged Heart Curse will now correctly increase in damage with more feats trained.
  • Parasitic Soul Swarm now inflicts more damage each tick.
  • Pestilential Blast now has an additional skull visual.

Priest of Mitra

  • Revoled a problem with the priest of mitra spellweaving ability.
  • Repulse has had its base damage lowered slightly and contribution from bonus magic damage increased.
  • Cleansing Fire now has a slightly lower manacost and now scales correctly across all levels.
  • The damage bonus applied to Repulse, Cleansing Fire, and Lance of Mitra from Force of Will has been lowered to the correct amount.
  • The damage bonus from Improved Repulse has been significantly increased


  • The buffs from ranger stances Shattering Stance, Piercing Stance, Fire Stance and Sniper Stance will now be removed from characters when they untrain feats.

Tempest of Set

  • Brutal Lightning Strike should no correctly increase the critical strike chance of Lightning Strike.


  • Obsidian has been renamed to Feldspar.
  • Orichalcum has been renamed to Duskmetal.
  • Tigereye Gems will now end up in the resource inventory.
  • Skinning Trainer will now tell you were to get skins.
  • Your harvesting will no longer get interrupted by someone outside of the resource and building playfields.
  • Resource nodes can now always be harvested while their health is at 10%.
  • The Weaponsmith Trainer now gives the cooldown warning when the cooldown is in effect.
  • The dialogues of the Resource Gatherer Trainers and Crafter Trainers now check if the player has the appropriate feats set on them, in addition to quests. If the player has the quest to gather resources or craft, but has lost the feat that enables him to do so, the feat is now retrained (to the correct tier).


  • Dealing with Dila: Dila should now attack.
  • Hunting the Spider: Quest can now be completed.
  • The Lost Scouts: Waypoint to Dairmad was fixed.
  • Oasis of Zaara: Waypoints for quest were fixed.
  • In Defense of Beauty: Quest can be completed now.
  • Flowers of the Snow: The flowers way markers were adjusted.
  • Paetus and the Nemedian Crown: Waypoint for Armsman’s Tavern was fixed.
  • Wanted posters should now give proper feedback if the player already has the quest or does not meet the requirements.
  • Rahim & Lord Camillus: had it’s journal text modified, as he doesn’t stand near the Armsman’s Tavern.
  • Death to the Undead: Indicators for minimap were displaying to small. This has been resolved.
  • The Mark of Acheron: Players will now be able to experience the destiny event in the Field of Chiefs.
  • The Mark of Acheron: The Mark of Acheron is permanently removed when performing the Medallion Ritual now.
  • Soul Chamber: If you die in the soul chamber you now lose the tablet in your quest inventory.
  • Destiny Quest: The quest rewards ‘King Conan’s Tribute’ & ‘King Conan’s Esteem’ are no longer tradeable.
  • The Lost Bottles: Wine bottles will now have a blue flame indicating you can interact with them.
  • Tradeskill Quests: You can now delete all tradeskill quests but tradeskill progression quests.
  • Tradeskill Quests: Resolved various level requirement issues with the quests.

Links :
Age of Conan Forum

2008. június 15., vasárnap

AoC : One Million Copies Shipped

Funcom is proud to announce that Age of Conan will pass the astounding "One Million Copies Shipped" milestone, in less than three weeks after the launch of the game. Due to overwhelming demand Funcom's retail partner is now re-supplying retail boxes rapidly while also including new markets to the mix. As a result of the tremendous interest from gamers, Age of Conan has for the past few weeks been claiming number one spots on the sales charts across the western world – including the US, Germany, France and the UK – while receiving glowing review scores from gaming media.

"Sales data shows that Age of Conan is the biggest MMORPG launch since World of Warcraft," says Funcom Vice President of Sales and Marketing, Morten Larssen. "The numbers are very promising, and we are very proud to be one of the fastest selling PC games ever in a launch month and the biggest simultaneous Europe/US MMO launch in history."

In the US, Age of Conan has a strong # 1 chart position and is now moving past the 500.000 shipped mark. Meanwhile the attention for the game is growing across the globe, with over 8 million unique visitors from over 200 countries to the Age of Conan websites so far in 2008. The community surrounding the game is also growing fast, with over 800,000 signing up as members of the Clan of Conan fan club.

Age of Conan was launched May 20th in the US and May 23rd in Europe, receiving critical acclaim from media across the globe. "Age of Conan has raised the bar," wrote US gaming website Gamezone, giving the game a score of 94 out of 100. Gamespot, one of the world's leading gaming websites, rewarded Age of Conan a 8,5 score calling it "one of the finest online RPGs available". The game is also receiving acclaim in Europe, where a broad range of early reviews gave an average score of over 90 percent. Funcom is committed to continue to expand and improve on the game by adding more content, features and fixes in order to make Hyboria a favorite place for gamers across the globe, and players can expect some exciting news in the weeks and months ahead.

More information about the game can be found on www.ageofconan.com

About Funcom - Funcom is an independent developer and publisher of online games for PC, consoles and mobile platforms. Funcom has provided outstanding entertainment since 1993 and continues to expand its track-record of more than twenty released games. Recent titles include 'The Longest Journey', 'Anarchy Online' and 'Dreamfall: The Longest Journey'. For corporate information please visit www.funcom.com. For information about Funcom games visit www.anarchy-online.com, www.dreamfall.com, www.darkdaysarecoming.com or www.ageofconan.com. Funcom is listed on the Oslo Stock Exchange under the ticker FUNCOM.

Source : mmorpg-x

Links :

DreamWorld Latest

In a not entirely surprising move, Swedish online game developer Lockpick Entertainment today announced that their anticipated Free-2-Play MMORTS game Dreamlords The Reawakening will launch on Wednesday June 18 (this year that is).
A long, hot and intense summer lies ahead…

The waiting is coming to an end and after the physical move of the servers earlier this week the team is ready to release their love child together with the community.

"We're really happy to release The Reawakening now and I know that it is highly anticipated from the Dreamlords community. Drawing on experience from the development of our previous game Dreamlords but also through feedback and suggestions from our much devoted community, I'm convinced we've created the game we initially set out to produce last fall", said David Rosén CEO and Executive Producer. "The Reawakening is in every perspective a game by gamers – for gamers and now I can only hope the players will have as much fun playing it as we've had developing it."

Marcus Legler
June 11 2008
One final restart before Launch
Thursday June 12th a day you do not want to miss!
On Thursday June 12th we will make a final era restart before launch, and this will include numerous updates and fixes, in fact all fixes we intend to do before launch. The reset will be total. Which means all your beta testing traitpoints, tribute and accumulated levels etc will be reset.
So what do you get for your testing?
All of you, our beloved testers will from that day enjoy one month full premium access and a fixed number of tribute which you will be able to spend as if we had launched as we intend to give you a head start in the first era. This is to ensure that you are rewarded properly for your testing and feedback and to make sure that we have a solid base of convergences allready up and running to welcome new players into when the game is officially launched.

Our support is back online
During the testing we have had our support more or less closed due to us focusing on getting the game ready for launch. On thursday we will open it once again and be ready to help you with any issues you might have. Please visit http://support.dreamlords.com to check the knowledgebase or to send us a ticket.

Source : mmorpg-x

Links :

2008. június 10., kedd

Blizzard fights against WoW Server Problems

With six million subscribers, keeping World of Warcraft (WoW) private servers up and running is probably the biggest challenge facing Blizzard. WoW has been plagued by server problems that cause the game to crash without warning. Complaints from angry players have been pouring in about long lag times. Blizzard acknowledged that there is a problem and they've been religiously informing customers about system problems, but players contend that Blizzard has been slow to react to their complaints.

The wow private servers problems have been severe after Blizzard implemented its last major patch to WoW in late March. In an interview with CNET News.com, Evgeney Krevets, a WoW player said, Being a system administrator myself, I have some understanding of what goes on in a corporate data center. I don't know Blizzard's system setup. What I do know is that if I kept performing 'urgent maintenance' and taking the service down without warning for eight-hour periods, I would be out of a job.

To diffuse the ire of millions of subscribers, Blizzard blames its network provider AT&T for some of the problems. Blizzard also argues that massive online games like Wow are simply prone to network issues. Blizzard's official stand: "Due to the complex nature of massively multiplayer games like 'World of Warcraft,' technical issues such as the ones some of our players have experienced recently may occur on occasion. Our commitment to our players is to provide effective solutions as quickly and carefully as possible whenever any such situation occurs.

With no real solution in sight, some players have come to accept that private server problems won't go away and they will just keep playing. While some players wait for Blizzard to resolve the server problem, some try to solve it on their own by choosing other private servers . It seemed to work for them.

But what boggles the mind is even with a slew of multiplayer online games, such as Everquest, City of Heroes, Ultima Online and others, WoW players refuse to walk away from WoW. Blizzard is probably banking on the idea that there is no real alternative to WoW. But with the number of unhappy subscribers increasing every time a server goes down, Blizzard should start to take the problems more seriously.

Source : wow.qj.net

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EVE Online meets Half-Life 2 in machinima masterpiece

Clear Skies is a groundbreaking machinima produced by Ian Chisholm, which takes place entirely within the galactic setting of EVE Online, known as New Eden. Any attempt to lump Clear Skies in with your run-of-the-mill machinima would be a disservice to the scope of the work; the film clocks in at just under 40 minutes and was a labor of love for two years in the lives of its creators.

Clear Skies follows a trio of down-and-out misfits who've seen no end of bad luck. John Rourke is the obstinate captain of the Clear Skies, a Tempest class battleship manufactured by the downtrodden Minmatar race of New Eden. Rourke's attitude toward his hazardous chosen lifestyle is cavalier, although this does not sit well with his friends among the crew. Solomon Burke is the pessimistic ship's engineer, while Charlie Fodder -- a gunner with an ironic name -- does his best to keep the crew alive. Typical of life in New Eden, Fodder is doomed to remain a rather busy man.

These likeable dropouts from the entrenched corporate lifestyle of New Eden eke out a meager living on trade runs and the odd courier job here and there. Still, they manage to find humor in their grim lot as they narrowly avoid being blown out of the stars by pirates, hired thugs, or whatever threat awaits them on the other side of the next jump gate. This is life aboard the Clear Skies. It's not a comfortable lifestyle by any means, but the crew is free to live and die by their own terms. Of course, their exploits do make for some good stories.

Just back from their last job gone awry, Rourke and crew are faced with a gargantuan repair bill for what's left of the Clear Skies when they dock in the nearest space station they can reach. They have to choose between parting with the Clear Skies or going broke to fix her. They opt to spend all of their isk to resurrect their ship and home, going back to square one in the process, with no choice but to make more shady deals just to continue getting by. The latest of their exploits is to transport 'an idiot in a shiny suit' a few jumps to the Hek solar system. Their passenger, however, wishes to remain anonymous, is paying too much money, and insists upon being ferried in a battleship. These are all omens of a deathtrap, but the crew has little choice but to accept. And so begins the story -- epic by machinima standards -- that exposes the viewer to the seedier aspects of life on New Eden's fringe.

The execution of the film is brilliant; Clear Skies is a hybrid between Half-Life 2's character design and EVE Online's backstory. The ship that is the film's namesake serves as the primary setting for the story; and in some respects acts as another character in the film -- with its quirky malfunctioning systems, familiar EVE-style interfaces, and its Minmatar heritage of looking like 'an explosion in a girder factory'.

That's a running gag throughout Clear Skies. Many of the Minmatar race's ships resemble scrapheaps somehow imbued with great speed, but they look as if they could shake apart at any moment. The adage familiar to so many EVE players, that duct tape is standard issue on any Minmatar ship, is alive and well in Clear Skies.

The film is punctuated with humor from start to finish, much of which borders on inside jokes for fans of EVE Online -- little rewards for knowing and being part of the system that is the machinima's backdrop.

Clear Skies stands as a significant work in a number of ways. Looking beyond the intense time commitment involved with producing something of this caliber, the film has found nearly universal acceptance among EVE Online's often divisive community. If fact, there's been little but echoes of praise for Clear Skies on the game's forums by Chisholm's newfound fanbase.

This is surprising, since Clear Skies breaks from the established background in EVE by removing the concept of a capsuleer who controls the essential systems onboard the ship, instead turning the reigns over to the crew itself. Chisholm takes the more accessible angle of having the pilots man the bridge, engine room and gunnery station, but this is an altered perspective for anyone accustomed to EVE Online's gameplay. The battleship in Clear Skies is no longer an extension of one's self, which is a core idea in EVE Online. While this would threaten to be sacrilege to some of EVE Online's more dedicated fans of the backstory, the positive reception to Chisholm's project shows that he made the right choices. Even the developers at CCP Games have congratulated Chisholm and his friends on the achievement.

And those friends certainly deserve some mention as well. The character of Solomon Burke is voiced by Richie Powles, while Charlie Fodder's voice is provided by John Guthrie. What's interesting here is that they've now taken roleplay in EVE to new heights; the characters that Chisholm, Powles, and Guthrie portray are also their own characters in-game. The trio of characters are all members of Pure Alliance, and can be found in their respective corporations of The Wild Hunt (Rourke) and Dawn of a New Empire (Powles and Guthrie).

Ian Chisholm has stated that a sequel to Clear Skies is being planned, largely due to the fan response to his effort, which he found simply overwhelming. He never expected interest in his machinima to hit the levels it has so far, thus a website for Clear Skies wasn't in place for the film's release. But this hasn't prevented the film from being seen by thousands of viewers willing to track it down. In lieu of a dedicated website for the project, which Chisholm assures is already in the works, the film is being distributed through a loose network of fansites. The most comprehensive collection of links to date related to Clear Skies was put together by a fan on the EVE forums. The most popular place to download Clear Skies is at the fan-run site EVE Files, which is hosting the film's trailer as well as the full version. An embedded version of the film is currently offered at LivePvP.

Despite the fact that Clear Skies is set in the EVE Online universe, the film is accessible to virtually any fan of machinima or the sci-fi genre as a whole. Check out what all the hype is about; Clear Skies won't disappoint.

Source : massively.com

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3d gallery

The end of the age of the amateur game designer?

NCSoft's first quarter report came out, and they don't want to talk about their space marine-fps-mmo, Tabula Rasa, except to say they are fairly disappointed bu its performance.

I should refer to it by its full name, Richard Garriott's Tabula Rasa.

Richard Garriott, if you don't know of him, is "the legendary video game programmer and designer, noted as one of the PC Gamer's "Game Gods". I found this little tidbit on a vanity web site called "Richard in Space", where you can meet Richard Garriott as he prepares for his space tourist flight to the International Space Station aboard a Russian Soyuz rocket.

Last year, Game God Brad McQuaid was likewise absent for the disappointment that was Vanguard: Saga of Heroes. I'm sure he was as well paid as Richard Garriott, AKA the sixth Earth human to go to the space station as a tourist. We could be next, gushes the "Richard in Space" site. Maybe if we can get someone to shovel money at us because our Game God status demands it.

I feel sad for the people who did their best to finish these games while the Gods got all the press and the limelight. All the real developers got were schedules, pressure, disappointment and exciting trips to the unemployment office.

Now Brad is in hiding, and Richard Garriott is going up to space (still unknown: did he leave a clone behind in case he wanted to respec? Or in case the Soyuz castle lands just a little *too* hard this time?).

Past success is no indicator of future success in this world. Maybe it makes a difference if you put as much as yourself into the next game as you did in the one that made you a Game God. I think you really have to step back and reassess your life if you find yourself being promoted as a Game God. Hey, you could say, don't call me that. I'm no better than anyone else. I had a hit game but all I have to show for it is that I have to work twice as hard on the next one.

John Romero, American McGee, Brad McQuaid, Richard Garriott and many, many more; Game Gods all.

Source : westkarana.com

Links :
3d gallery

2008. június 9., hétfő

Everything of Free Online Games

When Frooga.com was lunched 3 years ago it only had 50 free online games, as the years passed and free online gaming became more and more popular than ever, they kept adding new games to the site and now it currently has over 600 games. Since 2003 many gaming sites have came out and the only thing you need to do is type in the word "free online games" in Google or Yahoo and you'll find 100s of them. But the unique thing about Frooga.com is that they won't spam your brower with pop-ads or make you sign-up after playing couple of games on their site. No. When you play games at Frooga.com it's only games and nothing else, it's simple as that.

All their free online games are hand selected from different games developers and updated on Frooga.com. So you won't find any boring games there.

They have wide selection of different online games, online action games, online puzzle games, sports, dress them up, online shooting games and many others.

With Frooga.com you don't download any software to play the games you only need to have a good browser like Interent Explorer, FireFox, Safari and many other plus Flash Player 9 or above and you are set.

If you haven't played any online games before it's real easy and most of their online games come with insturction on how to play them. So check them out and leave a comment here for other people about what you think of their free online games.

Links :

2008. június 7., szombat

Fallen Earth: Complete Skills Description

Fallen Earth's lead designer, Lee Hammock, delivered this week an up-to-date skill sets list, covering the Active Skills, Tradeskills, Mutation Paths and the Faction Specialties. Hammock also noted that the team is finishing four major areas in addition to raids and vehicles in preparation for some polish work next week:

As promised last week, I'm going to go through some of the older information and note things that have changed, starting this week with skills. Things have shifted around a bit, mainly with some skills being removed or their purposes switched.

For those who are keeping up on the weekly goings on in the office, this week we're finishing up Boneclaw, Sunshine Corners, Terance, Kingman Prison, and South Burb, in addition to some work on raids, vehicles, etc. Next week is a polish week so we're working on making everything run a bit more smoothly as opposed to implementing more content.


Currently FE has three categories of skills: Active skills, Tradeskills, and Mutation Paths.

Active Skills

These are skills that are involved in normal, non-mutation based combat, using items, and interacting with the environment. All players have some rating in all the active skills. Active skills start out equal to .75 of one attribute and .25 of a second attribute. For example, a character's base Melee is equal to .75 of their Strength and .25 of their Coordination. Active skills are raised at a cost of 1 AP per point up to double the base value of the skill.

- Animal Training: Allows for the training of horses currently, but other functionality will be added later. Animal Training is based on .75 Charisma and .25 Perception.

- Armor Use: Allows the character to learn defensive special abilities, use a wider selection of armor, and is factored into determining how effective a character's armor is when the character is damaged. Armor Use is based on .75 Strength and .25 Endurance.

- Athletics: Allows the character to learn a variety of self-buff effects, such as increasing movement rates or hit point recovery. Athletics is based on .75 Endurance and .25 Coordination.

- Dodge: When a character is attacked in ranged combat, the target's Dodge skill is compared to the attacker's Rifle or Pistol to determine critical hit chance, damage bonuses, etc. Dodge is determined by .75 Coordination and .25 Perception.

- First Aid: Allows the character to use a number of healing items and special abilities, such as recovering Health over time, restoring Stamina, or removing poison and disease effects. First Aid is based on .75 Intelligence and .25 Perception.

- Group Tactics: Allows the character to use a number of group buffs. Group Tactics is based on .75 Charisma and .25 Perception.

- Melee: Determines effectiveness of melee combat, including chance of critical hits, weapon selection, and special attacks. Melee is based on .75 Strength and .25 Coordination. Melee has a subskill called Melee Defense which is equal to a character's Melee, but may be modified separately by effects, items, etc. When a character is attacked, the character's Melee Defense is compared to the attacker's Melee to determine the chance of critical hit, any damage bonus, etc.

- Pistol: Determines effectiveness of pistols in combat, including chance of critical hits, weapon selection, and special attacks. Pistol is based on .75 Dexterity and .25 Perception. Pistols don't have the range of rifles, but can be used in close combat without penalty.

- Rifle: Determines effectiveness of rifles in combat, including chance of critical hits, weapon selection, and special attacks. Rifle is based on .75 Dexerity and .25 Perception. Rifles have the longest range but characters suffer a penalty to Melee Defense while wielding a rifle.

- Stealth: Determines character's ability to avoid detection via noise and learn a number of effects and special attacks, including the ability to alter your faction ratings (and reveal those alterations in others). Stealth is based on .75 Coordination and .25 Perception.


These skills allow players to craft items by learning instructions (our new term replacing "recipes"), collecting the appropriate tool kits and components, and spending the required time to make the item. Characters can learn as many tradeskill as they want. All Tradeskills are based on .75 Intelligence and .25 Perception. Tradeskills are raised through use, up to double the base value of the skill.

- Armorcraft: Covers the making of armor and clothes.

- Ballistics: Covers the creation of rifles and pistols, from zip guns and crossbows to sub-machine guns and assault rifles.

- Cooking: Covers the preparation of food, which can provide a number of recovery-oriented buffs.

- Geology: Allows the player to harvest minerals from mining nodes and to refine metals into higher-grade components.

- Medicine: Covers the creation of all manner of medical equipment.

- Mutagenics (formerly Genetics): Covers the creation of mutation injectors and other devices that support the use of mutations, such as gamma restorers.

- Nature: Allows the character to harvest components from animals and plants in addition to producing some items and refine some components.

- Scavenging: Allows the character to harvest scavenging nodes, which can yield a wide variety of items.

- Science: Covers the creation of chemical boosters, special optics, and similarly advanced items. Also allows the refinement of some components.

- Weaponry: Covers the creation of melee weapons.

You may notice the Teaching skill is no longer included. The functionality still exists, but is contained within in each skill instead of a separate skill. So if you learn an advanced Armorcraft knowledge, you can make a book that can teach it to someone else.

Mutation Paths

Each mutation path covers a specific type of mutation and allows the player to learn special abilities within that mutation. Mutation paths are raised with APs, with each AP raising the mutation path 1 point, up to double the base value of the skill.

- Alpha Mutation: Fairly low-power mutations possessed by all characters as part of the cloning process. They provide some basic buffs, recovery abilities, and speed modifiers.

- Empathic: The character can alter the bodies of others, allowing a limited ability to heal or harm others. Empathic is primarily a healing and buffing mutation. Empathic is based on .75 Endurance and .25 Willpower.

- Enhancement: The character can nudge the molecular structure and properties of some common items, exaggerating the already present chemical properties of an item. Enhancement is primarily a crowd-control and damage mutation. Enhancement is based on .75 Intelligence and .25 Willpower.

- Nano-Manipulation: The character can control some of the nanites left on their bodies from the regeneration process, allowing them to increase their own abilities. Nano-Manipulation is primarily a self-buff mutation with a few attack abilities. Nano-Manipulation is based on .75 Intelligence and .25 Willpower.

- Patho-Transmission: The character is a walking plague carrier, and can use these infections to attack others. Patho-Transmission is primarily a debuff and damage-over-time mutation. Patho-Transmission is based on .75 Endurance and .25 Willpower.

- Primal: The character has developed genetic traits he can use to increase his strength, speed, etc. Primal is primarily a self-buff mutation path. Primal is based on .75 Strength and .25 Willpower.

- Sonic Manipulation: The character can control sound waves, reducing or increasing sound. Sonic Manipulation has many facets including buffs, crowd control, and damage abilities, but is not as focused as other mutation paths. Sonic Manipulation is based on .75 Perception and .25 Willpower.

- Suppression: Suppression allows a character to drain gamma energy from other mutations, remove mutation buffs, and increase his own resistance to mutations. Suppression is based on .75 Perception and .25 Willpower.

- Telekinesis: The character can move objects with his mind. Telekinesis is primarily a damage and crowd-control mutation. Telekinesis is based on .75 Intelligence and .25 Willpower.

- Telepathy: The character can affect the minds of others, such as distracting opponents or making himself seem more likable. Telepathy is primarily a crowd-control and self-buffing mutation. Telepathy is based on .75 Charisma and .25 Willpower.

- Thermal Manipulation: The player can control the movement of molecules, increasing or decreasing heat in an area. Thermal Manipulation is primarily a damage, damage-over-time, and self-buff mutation. Thermal Manipulation is based on .75 Perception and .25 Willpower. Faction Skill Specialties

Each faction has nine skills they excel at and ten skills they are average at. To learn skills besides these nineteen skills, faction members must seek out instructors from allied factions or neutral instructors. You'll notice Scavenging isn't on any of these lists; it has no instructions or special abilities associated with it. It only serves to meet requirements for scavenging nodes.


- Primary Skills: Armor Use, Armorcraft, Ballistics, Dodge, First Aid, Group Tactics, Pistols, Rifles, Suppression

- Secondary Skills: Animal Training, Athletics, Empathic, Geology, Medicine, Melee, Nano-Manipulation, Science, Stealth, Weaponry


- Primary Skills: Armorcraft, Ballistics, Enhancement, Mutagenics, Geology, Nano-Manipulation, Pistol, Science, Thermal Manipulation

- Secondary Skills: Armor Use, Dodge, First Aid, Medicine, Rifles, Sonic Manipulation, Suppression, Telekinesis, Telepathy, Weaponry


- Primary Skills: Cooking, Athletics, Dodge, Melee, Pistol, Science, Sonic Manipulation, Stealth, Telepathy

- Secondary Skills: Armor use, Armorcraft, Ballistics, Enhancement, Geology, First Aid, Nano-Manipulation, Nature, Rifle, Weaponry


- Primary Skills: Armor Use, Athletics, Dodge, Melee, Mutagenics, Patho-Transmission, Primal, Thermal Manipulation, Weaponry

- Secondary Skills: Animal Training, Armorcraft, Cooking, Empathic, Nature, Group Tactics, Pistol, Rifle, Stealth, Suppression


- Primary Skills: Animal Training, Athletics, Cooking, Dodge, Nature, Primal, Rifle, Sonic Manipulation, Stealth

- Secondary Skills: Ballistics, Armorcraft, Weaponry, First Aid, Geology, Group Tactics, Medicine, Melee, Pistol, Science


- Primary Skills: Dodge, Empathic, First Aid, Mutagenics, Medicine, Melee, Stealth, Telekinesis, Telepathy

- Secondary Skills: Armorcraft, Athletics, Group Tactics, Nature, Primal, Science, Sonic Manipulation, Suppression, Thermal Manipulation, Weaponry

Source : WarCry Network

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Warhammer Online's realm imbalance fears

When Warhammer Online releases later this year do you think there will be a skewed realm population? The GREENSkin blog seems to think so, but history would disagree with them. Whenever a game has been faction-based the "evil" races tend to be popular during the beta period. This fear of imbalance was a issue in Dark Age of Camelot and in World of Warcraft. During both of those instances beta testers expressed worry that the more evil of the realms would be entirely overpopulated post launch. However, the exact opposite happened to the complete befuddlement of beta testers everywhere.

Everyone was left wondering why this had happened but the truth is that there's no simple explanation. It's not simply a matter of players liking the good guys more than the bad ones, as many would guess. In the case of World of Warcraft, many players would also argue that Alliance 1-60 content was simply paced much better than the Horde side. Of course with WoW there was only one class specific to each side (Paladin and Shaman) until a patch much later. In Warhammer Online each side has a bevy of classes all to their own. While all of these classes share similarities mechanically, they do differ in terms of flavor. So you can see how even these two games have different factors affecting realm balance.

That's only scratching the surface as there are lots of worries to have with any MMO beyond even realm balance. There's even the possibility that players coming from WoW to WAR might decide to break tradition and flood the evil races over the good ones. All we know is that we'll be in the thick of it playing our Gobbos, Orcs, Chaos and Dark Elves.

Source : Massively.com

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2008. június 5., csütörtök

Age of Conan: Upcoming Changes

Demonologists * The duration of Protection of Set will be substantially increased. * The maximum damage absorbed before Protection of Set fails will be increased to be more in line with damage dealt in leveling scenarios. Additional survivability increases are also being evaluated. * Players will gain a visible debuff to indicate when Protection of Set has run out of absorbable damage. * The base splash damage dealt by Fires of Gehenna, Hellfire Stream, Shockstrike, and Shock will be substantially increased. * The amount of damage dealt by most damage sources will be reevaluated. * The cooldown of Inferno of Ahmner and Shockblast will be reduced to 2.5 seconds to match the casting time of Fires of Gehenna and Shockstrike. * The Archmage feat will be moved to tier 2 instead of tier 3 in the Mage general tree to make it more easily accessible to varying builds. * All crowd control will have a significantly reduced chance to break from damage dealt by pets. * Fiery Torment (Rank 1) will be introduced at level 30 instead of level 45. * The casting time of certain long-duration buffs will be reduced. * The run speed of pets will be increased significantly. * Various bugfixes and alterations to existing feats and abilities; for example, decreasing the casting time of Detonation.

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2008. június 1., vasárnap

Informations about Online Games !

Online gaming is a new era of the evolution of technology and with the rising demand of different ways to spend our leisure time and with the increase in demand for our services in the working environment. Online gaming is among the most interesting and modern way of entertainment according most of the surveys done worldwide. Many people from all age groups indulge themselves in online game to refresh their minds as well as educate themselves at the same time. Online games are the games played on the computers by the means of internet connection. As the number of internet users is increasing the number of online gamers is also increasing. Games range from the simplest to the most complex depending on the type of game that pleases you. One of the most interesting things about online games is use of graphics and virtual worlds populated by many players simultaneously.There are different kinds of game that are found online which include adventure games , castle building, jet fighting, puzzle games , mind games, pools and many more. These are just some of the games mostly found free online what you need to do is clicking your mouse. Fascinatingly all these games target people from all ages and does not leave anyone out of the loop. The rising of its popularity is due to the perfection of the games with the revolution of internet where websites could stream out videos, audio and a whole new set of user interactivity.

Among the benefit of the online gaming is that it broaden and widens the thinking capacity of people with games such as scrabble which involves thinking and being creative. Problem solving has been known to improve the brain function in its speed and function. While spending time on internet multiplayer games and online gaming communities, players get an opportunity to strengthen existing relationships and at the same time meet new and different people online. With this it promotes social interactions with people who might be very far and still play a game of chess together on the internet.

There is also a potential possibility for online games to help people and families to deal with chronic diseases and other illness that involve the mind. Since games are easier to understand than books then most of schools use online gaming as a way to educate people especially children. From fighting cancer cells to managing pain free online games allow families to use imagination and creativity, while also opening doors to the chance of recovery and understanding.

Let us not forget the prizes to be won after winning the games. Some of the website encourage people to place by awarding prizes to the winners of the games. All this is due to the increase of technology that has also helped in lifting the living standards of our lives. This is a new era that has to be exploited and spread all over for more effectiveness on people. Take a step forward and you will never regret.

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Maple reaps over $29 million in US virtual item sales

2007 proved to be a good year for Nexon in the United States, particularly with its free-to-play MapleStory. The Wall Street Journal (subscription required) reports that the although the game has 85 million users worldwide, only 5.9 million of them are U.S. players.
Given the relatively small percentage of its player base located in the United States, it's surprising that MapleStory made an absolute killing on in-world transactions in 2007; the WSJ reports that 'Nexon's U.S. revenue last year more than tripled to $29.3 million from $8.5 million the prior year.'
Jeremy Liew provides some additional commentary on the Nexon windfall over at Lightspeed: "With $30m in US sales and 6m US registered users, assuming a 20% "active player" rate and 10% "buyer rate", that implies an ARPU of $20/mth which sounds about right and is consistent with number we've seen from games in Asia. It sounds like the US will be following very similar models of virtual goods monetization that we've seen in Asia." It's interesting that the predominantly Asian business model of legitimized RMT is already gaining some degree of acceptance in the United States, albeit a slow acceptance.
Source : massively.com

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AoC dethrones GTA IV in Europe

With the amount of hype, advertising, positive reviews and media attention Grand Theft Auto IV has received over the past few months, we wholly expected it to remain on top of the software sales charts until our video game consoles grew sentient and attempted to purge humanity from the planet. Strangely enough, a dark horse recently overtook Rockstar's well-received crime drama in many European territories -- a horse mounted by a brawny, rippling Cimmerian.
Yes, Funcom's decapitation-rich MMORPG Age of Conan: Hyborian Adventures recently outsold GTA IV in a number of European locations, including Germany and Sweden.
Since Rockstar's latest opus is still selling like freshly baked hotcakes in North America, we can't help but wonder if GTA's themes of living the American dream and hooker brutalization got lost in translation as the title crossed the Atlantic -- or whether Age of Conan's musclebound mascot reminds German gamers of a certain pop culture icon who is quite revered in their country.

Source : www.massively.com

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Battlestar Galactica fans in EVE Online ?

EVE Online has made first contact with a whole new group of sci-fi fans, through some carefully chosen TV advertising. EVE's first TV ads were shown during the most recent Battlestar Galactica episode on the SciFi network. If CCP Games wanted to target the viewers who would be the most receptive to checking out EVE, they didn't go wrong by choosing Galactica fans. The TV ads were an unexpected move, and came as a big surprise to many EVE players. Ethic at Kill Ten Rats said: "My jaw hit the floor while watching the latest episode of Battlestar Galactica on SciFi tonight. There, before my eyes, was a commercial for EVE Online. Amazing. Nice work CCP!"
High visibility TV adverts for an MMO had previously been something only associated with Night Elf mohawks, Shatner, and a company with some rather deep pockets. EVE Online dev CCP Wrangler made a full announcement about the company's leap into prime time advertising.
"For the first time ever, EVE Online can be seen on TV! A revised version of the Empyrean Age teaser trailer will be run during the last few episodes of Battlestar Galactica starting tonight! It will run six times total, four times during "prime time" shows and twice during "late night" shows (after 2300 local time). Check local listings for availability and times."
This is a great move on CCP's part, but no doubt an expensive one. However the steady progression made by CCP Games, seen over the relatively short time since this Massively writer joined the ranks of New Eden's capsuleers, is impressive: A merger with White Wolf Publishing and a second gothic horror MMO in the works; quarterly economic newsletters and E-ON magazine issues; in-world journalism and collaborative fiction; a player-elected representative council; EVE TV; and live broadcasts of PvP tournaments. The Icelandic innovators are clearly willing to take some risks by breaking out of the MMO industry's status quo, and co-opting fans from another sci-fi IP is just one bold move among many by CCP. With any luck, the Empyrean Age teaser trailer will be enough to tempt diehard Galactica fans to put that search for Earth on pause and finally check out this 'New-fracking-Eden.'

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