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Messages - Lili Birchflower

Pages: [1] 2 3 ... 5
1
General Discussion / Re: Dreadnougt Sunset (sigh)
« on: December 19, 2022, 01:52:10 am »
Dang it!  I was waiting to re-download until this week when my new hard-drive gets here.  Had looked forward to tanks-in-space.   :-\

2
For the past day, New World has “temporarily disabled world transfers” due to what the team’s announcement called “a recently discovered issue which is exacerbated by the transfer feature”. While there’s no word on what the issue, which only applies to those who have an existing server transfer token, is yet, the feature is still turned off as of now.

Transfers, whether in-region or the requested cross-region transfer, are an ongoing process. There was a dev blog talking about what comes next in terms of server merges, and in that, team mentioned that there are still issues and talk of additional merges to come. However, transfers and merges resulted in the team discovering a bug that stacked data from merging servers and transferring characters that were causing issues because that much data on top of itself is persistent enough to cause instability.

According to the dev blog, "we found that when multiple housing plots are sacked for merging or transfers, we reached an unsafe level of persistent data which can cause instability and potentially loss of persistence; meaning that if the bug is tripped your house may disappear”.  additionally, when it comes to community request for cross-region servers, while the community opted for a faster option, it was noted that housing could be affected.

We are still waiting for Amazon to update the community on just what has  happened this time to lead them to the step of temporarily disabling transfers,  And whether or not it's similar or related to the data overload issue.

When it comes to New World, the team has acknowledged the rough start and community feedback. Updates on transfers, whether in-region or cross-region, along with the next phase of server merges, has been promised in early 2022. While this temporary disabling of transfers now might frustrate some, the fact that it applies to those with transfer tokens and that so many server merges and transfers already happened should mean the impact isn’t too broadly felt.

Jan 5, 2022 12:03 PM

https://www.mmorpg.com/news/new-world-temporarily-disables-server-transfers-after-a-bug-discovered-2000124016

3
Nov 2, 2021

"In an update to the ongoing issues that caused Amazon to shut down wealth transfers in New World, game director Scot Lane provided an update on the progress of the fix that has seen the economy come to a stand still in the new MMO.

The current crisis in New World surrounds a gold and item duplication exploit that has seen the developers effectively shut down the economy in the MMO. Wealth transfers have been disabled, meaning players can't even trade with other players right now in Aeternum, companies can't pay taxes on settlements, and players could deal with the ramifications of being unable to pay housing upkeep. Some players are reporting that the inability to pay taxes on a settlement is causing the territory to be downgraded.

No doubt Amazon is trying to get this fixed as soon as possible, and game director Scot Lane took to the forums to both apologize and provide a small update to fans waiting for a resolution.

Quote
"Hi Everyone,

We are still working on fixes for the exploits addressed in this notice.

First I’d like to explain why we shut things down. We became aware that a small number of players were using packet manipulation approaches to create invalid transactions. We do use a code approach known as two phase commit, and we also use packet shaping systems for debugging, but there was an edge case with very high packet loss we had not encountered that resulted in duplicated items/currency. Server telemetry provided data that identified this pattern and the people using it; those people were banned, as will often be the case for people who exploit to their advantage. With the transfer of coin disabled, it’s possible to generate an error in a town project improvement and get money returned that you didn’t spend - this gold will be removed during the upcoming maintenance before transfer is turned back on."

Lane also addressed the fact that while this is all happening, people are unable to keep up with taxes and maintenance as a result. Lane mentions in the post that any one affected by this will be compensated with a "make good."

The game director reiterated that the team is working hard to bring the MMO's auction house back online, and expressed appreciation for player patience. The MMO's economy has been under scrutiny in the last few weeks, and the damage being caused by wealth transfers being shut off is only going to exacerbate issues on many servers, especially since the current state of New World prohibits player trading, so the barter system is now out of the window.

As far as a time table as to when this will be fixed, one wasn't given. As of now the MMO's economy has effectively been halted for over a day while the team fixes the problems. We'll be keeping an eye out on this and provide any update as soon as one becomes available. As of now, according to another developer on the forums, a roll back of the server or a server wipe in general are both not being considered.

https://www.mmorpg.com/news/update-new-world-developers-provides-update-on-issues-surrounding-wealth-transfers-apologizes-for-frustrations-over-issues-2000123528

4
"The latest New World update has arrived, with clarification on recent bans, an armful of bug fixes and setting the foundation for the coming character transfers.

Recently, there was concern over some players that received bans, seemingly out of the blue with some vague messaging. After the New World Community manager indicated that they use human moderation and an Easy Anti-Cheat system, the update includes this change:

Quote
"Fixed an issue causing players kicked, suspended, banned, or removed from the game by Easy Anti-Cheat to receive unclear communication. Additional messaging has been added so players can better understand the penalty they received."

Other changes include tweaks to faction missions and the rate of influence gain. Attacking factions now have reduced influence gain and defending factions no longer see decreased influence gain. These changes both reflect fixing a bug that caused influence gain to multiply faster than intended and to maintain the challenge and time requirement to flip territories. This should make getting quickly steamrolled happen much less.

Other bug fixes include changes to creature spawning, making sure players can't respawn as a corpse, settlement storage, and an important change that should balance loot gain. This change will ensure that the variety and quantity of loot from modes and chests are wide enough to not impede progression.

The coming character transfers are still pending, and the changes in this update intended to support this weren't detailed, but with the feature promised and heavily anticipated, more details on the whole process should be coming soon. For details on this update, see the patch notes."

https://www.mmorpg.com/news/new-world-update-balances-influence-gain-sets-up-character-transfers-and-clarifies-bans-2000123328

5
New World / Guild info
« on: October 02, 2021, 12:01:18 pm »
The Watch has arrived!

- Server:  Orofena
- Faction:  Marauders
- Guild master:  Connore Mcleod
- Guild name:  The Royal Black Watch

6
New World / New World - RBW info
« on: October 02, 2021, 11:56:35 am »
It's out, and the Watch has arrived!

- Server:  Orofena
- Faction:  Marauders
- Guild master:  Connore Mcleod
- Guild name:  The Royal Black Watch

7
Anything Goes / "Computer Space and beyond: 50 years of gaming"
« on: August 21, 2021, 12:53:02 pm »
What is now a multi-billion pound industry started out as a humble arcade machine created by a group of college students in 1971.

Before then, playing video games had been a geeky pastime for small groups on university tech campuses, but in 1971, Nolan Bushnell, a student at the University of Utah, joined up with Jim Stein, a Stanford University researcher, to make a game.

They were both players of a game called Spacewar!, which was being run in a university lab. From Nolan's experience of working at amusement parks, the pair saw potential in making an arcade version of a video game.

After working on it for several years, they joined forces with Nutting Associates, an arcade company. Their game, Computer Space, was released for the first time for a physical test run in August 1971.

Built in a fibreglass cabinet, the simplistic space shooter game was hailed a success. The first arcade video game had been made.

But how did we get from the bleeps and bloops of the arcade to an industry that's worth more than music and film combined?

Let's chart its history.

The rest of the article:  https://www.bbc.com/news/technology-58281812

8
"Attention Adventurers,

We are extremely excited as we head toward Closed Beta on July 20.

Our vision for New World is to create a game where PvP and PvE play styles will not just coexist but will complement each other. Our goal is to create a world where incredible natural beauty is contrasted with supernatural danger. We set out to tell the story of how the allure of Azoth has drawn people from nations around the world—and how the Corruption that awaits them in Aeternum has impacted them over the centuries. We also wanted to create an MMO with action combat that felt great at scale. Most of all, we wanted to craft a world that players could get lost in for hours and hours. I feel that we've achieved our vision by striking the right balance with our new content and features.

In the past months, our focus has been on adding new features and content. You can read about our most recent changes in the May Alpha release notes. Following the May Alpha release, we will be focused on bugs, polish, performance, and diving deep into balance to deliver a quality experience at launch.

With all that in mind, we plan to continue Alpha Testing until July 6. We will continue inviting more players to help us test until Alpha Test closure. Closed Beta will launch on July 20.

We are extremely grateful for the support and enthusiasm the New World community continues to show. It is humbling and encouraging. We are proud of what we have been able to accomplish in the past year. We have been busy adding new zones like Reekwater and Ebonscale, new weapons and weapon skill trees, we have overhauled crafting, reworked questing and added voiceover. We have added Fishing, Duels, Expeditions, Outpost Rush, new creatures, and enhanced UI, and made countless other important improvements to make us ready for our August launch.

Again, I want to thank you all for your patience through the development process. You’ve helped us craft this experience. We have been in the world playing with you; actively reading all of your feedback, comments, forum posts, and tweets; listening to shows; and watching video content. All of this has contributed to our ability to deliver a game we hope you’ll love.

Remember, launch is Day 1. It is just the beginning for us, and we will continue to grow Aeternum, add features, and partner with our players to shape New World.

See you in Aeternum!

- Scot"

https://www.newworld.com/en-us/news/articles/may-alpha-update-from-the-developers

9
New World / New World
« on: March 24, 2021, 10:43:31 pm »
Updates on Quest Design
MARCH 23, 2021 | DEV UPDATE
Quests are the backbone of New World’s narrative experience. Through them, you will explore the world, gain experience, acquire critical items, upgrade your gear, and progress your character. Armed with your feedback, we have been consistently making improvements to our questing system and will continue to make changes as we head toward launch and beyond.

OUR VISION:
We have four key pillars that drive our vision for quests:

GIVE PLAYERS IDENTITY AND PURPOSE
We want players to understand their role within the cataclysmic events unfolding across Aeternum, while learning how to navigate New World’s core systems and empowering them to experiment and discover which skills, activities, and gear best fit their playstyle.

IMMERSE PLAYERS IN AETERNUM
The Main Story Questline (MSQ) guides players through each of the island’s regions and offers opportunities to explore the lore of Aeternum through uncovering ancient secrets, learning about the enemy groups that occupy the land, and meeting powerful friends and enemies as you learn that not all is as it seems on the surface of this new and mystical world.

More at:  https://www.newworld.com/en-us/news/articles/updates-on-quest-design

10
New World / New World
« on: December 21, 2020, 01:46:56 am »
Forge & Fury - December Alpha Update

DECEMBER 15, 2020 | UPDATES

The land of Aeternum is a wild, mystical place with a never-ending tide of dangerous inhabitants. From vicious wildlife to undead pirates, massive monsters, or even your fellow adventurers, there’s almost always a reason to keep your weapon at the ready.


Since play testers first arrived in New World, we’ve taken in a massive amount of feedback on our combat system. In an Alpha update released today, we made changes to combat that we’d like to talk about, and we’d like to share our larger vision moving forward. You can read the patch notes or keep reading for a high-level view of the player feedback we’ve received and our plans for addressing it.

More at:  https://www.newworld.com/en-us/news/articles/forge-and-fury-december-alpha-update

11
New World / Re: New World
« on: June 25, 2020, 02:13:52 am »
Let us know how it goes!  Release is end of August, last I saw.  Maybe it's been moved back, or maybe the game is finished enough the devs feel comfortable in releasing.

I put in for beta testing but haven't got the green light yet.  ::shrugs::

12
New World / New World
« on: June 11, 2020, 03:51:41 pm »
"In a new blog post, Amazon goes into New World’s crafting in a lot of detail, explaining that when you arrive in its mysterious land – Aeternum – you’ll “immediately face challenges to overcome”, and crafting will help you tackle them. “Trading and crafting skills in New World are powerful tools and progress endlessly,” the dev says, and the more you level up these, the more you’ll be able to spot, harvest, refine, create, and sell awesome goodies, as you’d expect from the RPG."

More at https://www.pcgamesn.com/new-world/crafting?

13
New World / New World
« on: June 11, 2020, 03:49:38 pm »
Fate has summoned you to the shores of Aeternum, the Eternal Isle. Overcome the brutal legions of The Corrupted and draw battle lines with competing players in this land of danger and opportunity. In a land hell-bent on your destruction, what will you do to survive? Strike out alone to forge your own heroic path, or band together, fortify, and fight.

Under the surface of Aeternum’s breathtaking landscape lay the seeds of an ancient evil that plots to erase all traces of humanity from its shores. Warriors of bygone ages, doomed adventurers, and creatures of legend have all succumbed to its corruption. It must be stopped.

Expected release Aug 25, 2020

https://www.newworld.com/en-us?fbclid=IwAR0_n4IPbV_vY259RqIyMYJACQZ2ivKtPWC_IWlCanz85iQxLpD3FEb0Ngc

14
General Discussion / Valve is removing Steam Greenlight this spring
« on: February 15, 2017, 12:57:55 am »
By Jeffrey Matulef  02/10/2017

Steam Greenlight, the service that lets players vote on which products they'd like to see available on Valve's popular storefront, is being removed this spring in lieu of a new system that will put products directly on shop.

It will be called Steam Direct.

The reason for this is simple: Valve wants to remove the barrier between developers and their audience. In the current Greenlight economy, developers have to campaign for their products to get noticed before they're allowed on the storefront. This has led to a lot of anxiety for developers, uncertain of when - or even if - their product will launch.

On Steam Direct there will still be a QA testing phase, but only to make sure apps function on a basic level and don't contain viruses.

"Right now the system of Greenlight, as a way of bringing your game to Steam, inherently has a bunch of unpredictabili ty in it," said Valve's Aiden Kroll at a media roundtable attended by Eurogamer at the company's Bellevue, Washington headquarters.

"As a developer, I post my game to Greenlight [and] I don't know how long it's going to take until my game is greenlit," he added. "So it makes it hard for me as a developer. Am I going to be able to release on date X? When should I start spinning up any community outreach? When should I start talking to the press about my game? As soon as there's some amount of unpredictabili ty in that process it makes a bunch of other things much more difficult for developers."

Another reason Valve wants to remove this barrier is because Steam has simply grown so much that Valve simply can't curate the quantity of content coming in. "Just in the last year we've brought 16m new users to Steam," said Valve's Tom Giardino, who noted that these new users come from all over the world and seek different types of experiences.

"One of the things we've seen is that as the number of developers from a country grows on Steam, the number of customers from that country also grows. It's hard to say if that's causation or correlation, but we're seeing a lot of really encouraging growth in new areas," he added. "We have more and more customers who have broader tastes, so looking back at 2012 or 2013, we probably missed good games and didn't make perfect decisions then and there's no way we could make good curation decisions for all those different customers now."

The fear of removing Valve as a gatekeeper is that the market will get flooded with dreck. To this, Giardino said that quality is subjective.

"It's actually really hard to define accurately, across the board, like 'bad games', [i.e.] games that are bad to everyone all the time. Or good to everyone all the time," he said.

"The customer who has 25 visual novels in their Steam library is really hoping we release more visual novels, whereas the person with a bunch of other types of games will never buy a visual novel no matter what happens. So those customers are just looking for different things."

That's fine for more experimental fare - say the works of Robert Yang, for example - but what about more nefarious content, such as games made in poor taste simply to offend?

To counter this, Valve is changing its application fee. Right now developers pay $100 and can submit as many games as they want to Steam Greenlight. Steam Direct, however, will have a more substantial fee and charge per title.

How substantial a fee, you ask? Well, Valve's still figuring that part out. If it's too expensive, hard-working but broke developers won't be able to afford it. Make it too light, however, and Steam could get inundated with offensive troll titles. Right now the thinking is that it will be somewhere between $200 and $5000.

"The idea is that you're paying a fee per app," said Giardino. "So there's more of a deterrent there."

"It's specifically to swat after doing nefarious, jokey stuff," added Valve's Doug Lombardi. "Like, on the high side, is it really worth a few grand for a joke?"

There will be some content that skirts the line here and when that happens Valve will have to look into the legality of such matters.

"Once we have this direct path, there's going to be certain types of content where we just say 'we just can't support that right now,'" Kroll said. Such cases will hopefully be rare.

Steam Direct still has some teething issues to be worked out, which is why Valve is announcing it now but not implementing it until later this spring.

http://www.eurogamer.net/articles/2017-02-10-valve-is-removing-steam-greenlight-this-spring

15
Flotsam and Jetsam / Re: What are you listening to....
« on: September 01, 2016, 09:26:59 pm »
A little contemplation. .......


16
Andy Chalk Jan 25, 2016

Market research firm Superdata says the digital games market in 2015 was worth $61 billion across all platforms, an increase of eight percent over 2014. Digital sales on consoles saw the greatest year-over-year jump at 34 percent, but the big dog in the digital pack was none other than League of Legends, with 2015 revenues of $1.6 billion dollars.

Number two on the overall list is the mobile game Clash of Clans, which pulled in a very impressive $1.3 billion over the year. But the PC rounds out the top five with Smilegate's Crossfire (which will soon be brought to the West by Starbreeze) at $1.1 billion, Dungeon Fighter Online from Neople at $1.05 billion, and the ancient, immortal World of Warcraft, which in its 11th year of existence earned $814 million dollars.

Perhaps unexpectedly, given the rise of mobile gaming, the report also states that the top ten PC games actually pull in more money than the top ten mobile games, with $6.3 billion earned on PC compared to $6.1 billion on mobile. The overall gap in market value is even wider.

“PC-based gaming—consisting of free-to-play MMOs, subscription-based games like World of Warcraft, social games and PC downloadable games—earns over $32 billion annually, well above the $25.1 billion generated by mobile games,” the report states. “Three of the year’s top five digital PC games (Grand Theft Auto V, Fallout 4 and The Witcher 3) were released in 2015, indicating that PC gamers have made significant progress transitioning to purchasing games digitally.”

The full list of top-grossing PC games in 2015, in millions:

1.  League of Legends (Tencent/Riot Games): $1,628
2.  CrossFire (SmileGate): $1,110
3.  Dungeon Fighter Online (Neople): $1,052
4.  World of Warcraft (Activision Blizzard): $814
5.  World of Tanks (Wargaming.net): $446
6.  Lineage 1 (NCsoft): $339
7.  Maplestory (Nexon): $253
8.  DOTA 2 (Valve): $238
9.  Counter-Strike: Global Offensive (Valve): $221
10.Grand Theft Auto V (Take-Two Interactive): $205

http://www.pcgamer.com/pc-digital-sales-outpace-mobile-reaching-61-billion-in-2015/

17
Flotsam and Jetsam / Re: What are you listening to....
« on: December 25, 2015, 04:33:58 pm »
Two equally fantastic renditions:


Merry Christmas, Festive Saturnalia, and Happy Holidays to you all!

19
General Discussion / Songs of the Exalted Council
« on: December 17, 2015, 09:12:24 pm »
Before we hang our stockings by the chimney with care and settle down for a long winter's nap, we wanted to wish everyone the happiest of holidays. It's been an incredible year, and we're thrilled to have had you on this journey with us.

This holiday season is especially exciting because our friends at Dark Horse Comics have just launched Dragon Age: Magekiller #1, written by the amazing Greg Rucka. Magekiller will give readers a first look at Minrathous, the capital city of the Tevinter Imperium. If you've been itching for more Dragon Age lore, this new adventure in Thedas ought to satisfy your craving.

To celebrate its release, we've prepared a special holiday treat for you. For a limited time only, download Dragon Age: Inquisition – Songs of the Exalted Council from a desktop computer with our sincerest thanks. This collection features five new bard songs from the Trespasser DLC:

"Fall of the Magister"
"Scout Lace Harding"
 "Inquisitor"
"The Followers"
"The Slightest Ones"
(All music by Raney Shockne feat. Elizaveta and Nick Stoubis.)

https://www.dragonage.com/en_US/news/songs-of-the-exalted-council?sf43172188=1

21
General Discussion / GOG Big Fall SALE!
« on: November 04, 2015, 06:26:53 pm »

350+ daily deals and bundles up to -90%. Free games to unlock. Fuzzy squirrel on the front page.

Ah yes. Fall. A time of gold and scarlet, overcoats, and increasingly cozy afternoons. A fine time to start stocking up for the winter. A fine time for a gaming sale indeed… So welcome to the Big Fall Sale - 11 days of new daily deals every 12 hours, a new set of bundles every 24 hours and free games to unlock.

The floodgates swing open for launch with the first 24 hours of over 350 deals on classics, new releases, and even bundles - all up to 90% off. The first batch of bundles features: Bethesda titles up to 66% off (including The Elder Scrolls and Fallout classics) and the ultimate Interplay Collection at 90% off.

You can also Build Your Own Bundle full of Daedalic Adventures including Blackguards 2 and more - here, your discount will increase as you select more games - pick 5 or more to get the full 85% off your purchase! (Or get 80% off 4 games, 75% off 3 games, and so on.)

While you're here, grab a few extra games for free by doing your thing and shopping around. The more you spend, the more you'll get back, so when your total spendings exceed $5, $15, and $30, you'll unlock a new game for FREE. They're pretty good ones too:
--System Shock 2 - free for everyone who spends at least $5.
--The Chronicles of Riddick: Assault on Dark Athena - free for everyone who spends at least $15.
--Banished - free for everyone who spends at least $30.

Pet the squirrel, grab your nuts, stock up for winter, and stay cozy out there - the Big Fall Sale is here with 11 days of discounted gaming joy, new deals every day, free games to collect, and plenty of reasons to keep coming back! The sale will last until November 15, 1:59 PM GMT.

Stream watch:
You’re sure to see tons of discounted games played by our enthusiastic #StreamTeam over at Twitch.tv/GOGcom - be sure to follow us to know when we go live or check out our streaming schedule (via teampup)!



https://www.gog.com/

22
What are some of your favorite (or at least most memorable) experiences in D&D?

23
OCTOBER 27, 2015, NPR

If you play today's massively multiplayer online role-playing games — World of Warcraft or Final Fantasy, for example — you have a 1970s tabletop game to thank, says author Michael Witwer.

Witwer has just written a biography of Gary Gygax, the co-creator of Dungeons & Dragons.

"Even first-person shooters like Call of Duty have some of the roots at least in tabletop role-playing games," he tells NPR's Ari Shapiro.

From both a gaming — and nongaming — standpoint, D&D had far-reaching effects. Comedian Stephen Colbert, journalist Anderson Cooper and writer Junot Díaz all cite Dungeons & Dragons as an influence.

"It really became this workshop of imagination for people who played the game," Witwer says. "I think Junot Díaz himself called the game itself an apprenticeship in storytelling. A lot of writers, a lot of artists, a lot of actors, have talked about how this game was so influential teaching them to imagine."

Gygax died in 2008. Witwer talks with Shapiro about his new book, Empire of Imagination, and how the game remains popular today.


(Interview at link)

Interview Highlights

On what the game is

Dungeons & Dragons is a game that's played first of all on the tabletop — at least originally it was. It's a game where you all get together. The game is refereed by someone called the Dungeon Master who kind of describes what the rest of the gamers see and hear. So the rest of the participants who work together cooperatively make these various characters like fighters and wizards and thieves and whatnot, and you kind of react to what the Dungeon Master lays out before you.

On the 1982 film Mazes and Monsters, and the way the media talk about Dungeons & Dragons

Mazes and Monsters was a thinly veiled retelling of the James Dallas Egbert III story. What happened basically was, in 1979 a young Michigan State student disappeared mysteriously. He had a lot of issues that he was struggling with. And he also happened to play Dungeons & Dragons.

So the kid disappears, and a private detective shows up named William Dear who theorizes — once he sees this kid has been playing this game — that perhaps the human mind can't quite deal with the idea of pretending you're a character and all this stuff, and it really kind of fuzzies the border between the real and the imaginary.

So this particular theory gets picked up by the media and it becomes an absolute media circus. The funny thing is that Egbert himself was discovered a couple of weeks later, and his disappearance had nothing to do with Dungeons & Dragons.

On the draw of the tabletop game in an era of virtual gaming

The game itself — the tabletop version, the original — is still alive and well. Now it's in its fifth edition and it's selling like crazy. ...

Many of the derivative games — and maybe it's all of the derivative games we've talked about — whether it be computer role-playing games or whatnot, they actually lack most of the most important fundamental elements of a role-playing game. ... That is, sitting around with your friends and participating in this kind of group storytelling exercise: actually being in a room physically sitting at a table with nothing but pencils and paper and dice. There's something very special about that, and it's kind of a social experience that's pretty hard to frankly re-create over any type of electronic media.

Audio interview at:  http://www.npr.org/2015/10/27/450881148/after-40-years-dungeons-dragons-still-brings-players-to-the-table

24
Flotsam and Jetsam / Re: What are you listening to....
« on: October 23, 2015, 11:38:36 pm »
Video is crap (shot years ago by one of their friends, I think), but the music is solid and appropriate for the turning season.


Plus, who doesn't like a bit of heathen Viking metal every now and then?

This is one Tyr's more sedate pieces ;).

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