How to skill fast & smart Cabal Online

Saturday, June 13, 2009

this guide isn’t as useful as it used to be. there is now a new skilling system without the special m2s&s2m skills. go combo way?

Ok,
Get yourself an Adept Set, skill exp+3 at least! dont settle for skill exp+2. also buy adept rings and adept amulet, if you are level 70+ also buy bracelet.

The best way to skill fast is to use combo, i dont mean 3 comboes, but 15+ combos can give you some really good skill exp bonus.

the problem with this method is that you also get regular exp, and you level up, so soon your adept set won’t be any good. (because you will need to fight stronger monsters)
So here is the seconed best way to skill up: Boxing.

Untill you are level 50 always use skills and comboes and never use “normal attack”.

Hopefully, when you will be level 50 you will have expert at something.

Ah yes, DO quests. they give good money and they dont mass up your skills.

When you are level 50, go to the port lux instructor. you better ask from a higher level player to help you get there.

when you are there buy one of the upgade skills (make sure you have the money).

if you want to level up your sword then buy magic to sword. (and if..then..).
*if you want to level up both sword and magic dont buy the skill, but it will also be two times slower…

now, remove all your weapons (swords+orbs+..)
and go kick low level monsters.
kick = attack them with fists WITH “normal attack”.
low level monsters = monters that you can fight and that they almost dont hurt you AND monsterts that give you more than 0 exp per hit.

you can also buy some bad sowrd, like katana and use it. with it you can use buffs which are nice.

with this method you better use the “window mode” and while you are killing the monsters surf the web or something.

so, when you kick low level monsters with fists or bad sword it takes about 2 minutes to kill each monster and you get good skill exp (because skill exp = how many times you kick it) but almost NO regular exp..

level 72: (started seriously boxing at lvl 70)


Pump up your Characters at Gamerce Pilipinas Chek out how.

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PRESENTING... Cabal Tips for beginners

Saturday, June 13, 2009

Introduction
As we all know, and which is a fact in all MMORPG’s, most beginners have it hard to get money. Until a player understands CABAL properly, enough to play siriusly, a player can earn and use it’s money for usefull things. Ofcours this will not be a problem as you level-up and do things which have great rewards, like Quests.
So, because this guide is ment for beginners does not mean that advanced players can’t help here. They can always post extra info which they think is usefull for the readers.

Now, let’s get started.

Lv 1 to Lv 4
If you have just arrived at Desert Scream (the beginning area for new players) the best thing to do is to kill Garlies and/or Giant Beetles. Just make sure to kill the right ones, and not the ones which are much stronger then you - the red colored demons. Garlie’s and Giant Beetles are found behind the south-eastern gate where the two guards, Deeplers and Cito, are guarding. Garlie’s and Giant Beetles are easy to kill at your level. As you kill them, they drop Alz and items. Later on you will have alot of Alz in your inventory, and you can sell your items for more or wear them.
Now continue this until you reach Lv 4.
Note: If you get a icon showing that you can start a new quest, do it so you can get more information about the gameplay and get a reward for completing it.

Lv 4 to Lv 6
You are now able to kill stronger demons, but I advise you to continue with Garlie’s and Giant Beetles. However, the demons that were first yellow are now weaker against you then they were before. Now you can start killing them for more EXP and alternatively more Alz and better items, which are expensiver.
Do this until you reach Lv 6.
Note: As you have leveld-up, you will get points to increase your characters STR, INT and DEX. Go speak with your Instructor Gette to learn better skills, which will speed-up the progress of getting EXP and killing demons.
However, learning skills costs Alz, and how better the skills to learn how more they cost.

Lv 6 to Lv 8
As you have bin completing Quests, you might have done the The Warp Gate, which let’s you enter Green Despair. I advise you to go kill Mantisses located behind the guard Sean. They have more HP and drop more Alz then Garlie’s and Giant Beetles.
Now continue doing this until Lv 8.
Note: When completed the quest, The Colony of Snow and Ice, you can enter Bloody Ice. I suggest going there for the next guide.

Lv 8 to Lv 10
You have become more stronger and probebly have learned better skills from you instructor. You also have alot of Alz and can buy new itemary without worrieng to loose too much.
Also, you understand the game properly and are ready for more adventures available.
Now, I suggest to enter Bloody Ice and kill Scorlugs, or continue in Green Despair killing Troglo Fighters. Both give alot of Alz and are a good match for your character.
Continue killing them until you reach Lv 10.

Yay! You have completed the guide and are now ready to play on your own thought way. You have learned a strong part of CABAL, and you’ve gotten lot of Alz to advance your character properly.


By the way if you guys need alz/item or looking for a strong Characters This Site is for you..

Gamerce Pilipinas

Check out the cool items in game you might need it.

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Everquest Celebrates 10 Years While Other MMOs Die

Saturday, June 13, 2009
It must be a huge relief for Sony Online Entertainment to hit the 10-year mark while other MMOs like HellGate: London, Fury and Tabula Rasa couldn’t even stay open for three years. So SOE definitely has something to celebrate with a decade of online gaming now set behind them.
This moment must be especially confiding in that newer MMOs are having a tougher time staying open. Warhammer Online and Age of Conan are good examples of the next potentially destined-for-dirt MMOs, given that a lot of their servers have been given the axe.

EverQuest originally launched on March 16, 1999. SOE tells us that three years earlier in March 1996, the game was given the green light to begin development, and in 1998 it entered open beta with 60K applicants.

In an EverQuest factoid rundown, SOE attempts to explain the scope of EverQuest:

There are over 12 million player-created characters in the game.

Over 1 million NPCs populate EverQuest.

There are 350 square miles of environments explorable in the game.

Over 10 quadrillion bytes of EverQuest data have left the SOE network in the past ten years.

The heaviest hours of operation for EverQuest are from 3 p.m. PST to 11 p.m. PST, with the biggest days being Thursday and Sunday
.
There are about 2,500 pairs of pants in-game.

As a company, SOE has served over 12 million player accounts across all of its titles, which includes all Station IDs.

To make matters even better yet, SOE has announced that they’ll be hosting an Everquest 10th anniversary event at Bally’s Hotel in Las Vegas, between June 25th and June 28th. Activities planned for the event include the following:

Special announcements and sneak peaks of upcoming SOE titles at the Third Annual Community Address from SOE President John Smedley

Autograph signings with members of the original EQ development team and other key contributors

Lots of in-game tournaments; and live, game-themed competitions and quests

Developer forums and roundtables

Cool giveaways and other fun items!

SOE has also launched a website for the occasion at EQ10th.com.

Check out more Everquest news here.













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Warhammer Online:Land of the Dead Hands Preview

Saturday, June 13, 2009

It’s rare, but every so often, an established developer walks into what should otherwise be just another press demo and surprises everyone in the room. Mythic Entertainment did just that this weekend when they unveiled Land of the Dead to a group of journalists at Baltimore Games Day.

The goal, according to Creative Director Paul Barnett, was simply to “add more game to the game.” From the presentation and hands-on demo they provided, they definitely succeeded, at least with the new content.

Land of the Dead is a free upgrade to Warhammer Online, due in early July. It adds an entirely new area to the game, modeled on the gameplay found in Dark Age of Camelot’s Darkness Falls dungeon. It’s a new high level PvE area that is contested between the two realms, who must fight for control and then within the zone in order to enjoy its content and harvest the rewards.

To enter the Land of the Dead, the realm must win a tug-o-war with their opponent. This is decided through RvR, most specifically zone conquest and individual kills. Mythic hopes to see the zone swap control a couple times a night. Once it’s changed, the controlling realm gains the sole ability to enter the zone and respawn if killed within it. Naturally, when it flips, the people already inside won’t just be booted out. Instead, the invading realm will need to purge them through a series of missions.

More Game In The Game

What makes Land of the Dead new and fun, though, is not this concept. It’s the way Mythic ingeniously tweaked each of the quests and missions within the zone.

The vast desert/Egyptian inspired area is littered with 18 Public Quests, combinations of which must be completed by groups of players in order to gain access to a final epic pyramid.

In a move that is likely to thrill some, and exasperate others, each of these quests is not just the typical staged open kill quest from the regular lands of Warhammer Online. Each has its own unique “console-like” element to it. That’s not to say WAR has become an FPS game, but clearly the designers have done their homework and crafted challenges that test not only the level of the character, but also the abilities of the person behind the keyboard.

Here are a few examples of this new take on public quests:

  • Carrion Eggs: It begins like any other. Players must smash a few eggs of Carrion birds. But, as players run in to begin attacking the birds, they’re lifted off the ground and dropped up at the top of a large cliff face full of nests. To complete the quest, the player must strategically hop from ledge to ledge down the mountain and plan their descent to maximize the number of ledges they land on (and thus eggs they smash). Players cannot climb the mountain and the quest is on a timer, so while the birds happily bring players who fall off back to the top to try again, time is of the essence. Sound familiar? It should, this harkens back to classic platformer games like Mario.
  • Sealed Tombs: In another PQ, players begin again with a typical kill quest. After the first stage though, players must run into a series of tombs. At the top, they take on a blessing and then must quickly fight their way to the bottom of the mini dungeon to close off a sarcophagus. The blessing they take at the top has a shelf life, so to be successful each player better hurry. In order to do it with a reasonable group before the timer expires, it’s also important to spread out and do multiple tombs at once. Then, as monsters pour into the area, a series of skeletons wanders in to unlock the tombs. Again, players must intercept these skeletons before they can unlatch their hard work. Finally, once defended, there is a final epic mob fight… with a twist. This time, in between each stage as the monster is beaten down, he turns into a of couple fast moving clouds that, if they touch the player, teleports them to the bottom of one of the tombs. If a group isn’t careful and the wrong guy gets sent downstairs, the results can be disastrous.
  • Defend The Docks: In a moment straight out of Pirates of the Caribbean or The Mummy, this PQ integrates siege equipment right into the game. Players must defend the docks against first an onslaught of ships from the sea and then a hoard of skeletons shuffle over land and the rolling dunes, just begging to be mowed down. The PQ culminates with a fight against a rather piratey Ship Captain.
  • Dig For The Door: The final of the 18 PQs asks players to play some combination of Minesweeper and Simon Says to open up the final door and unseal the pyramid for the entire zone for 15 minutes. Inspired by actual historical accounts, where the Egyptians would slaughter the workers and architects of the pyramids and bury them outside, this mission asks players to dig up architects, each of whom will give a clue to how to unlock the door. Players must hit a dig button to try and with each attempt, they get on screen feedback about how close they were to an architect (“a few steps,” “a few feet,” or “a few yards”). If the player doesn’t get an architect, they get a worker, who they must kill. To effectively find architects, players must spread out and coordinate their messages to find them. After they get enough architects, each of whom has illuminated a symbol on the wall of the cave, the group must then carefully spread out and stand on the matching symbols carved into stones on the walkway. Be careful though, if even one member jumps on the wrong stone during this phase, not only does the door not open, but they’re instantly struck down. Once players coordinate and stand in the right spots, the door is unlocked.

Other innovations include roaming PQs that literally wander around the zone and can be activated wherever they’re met and much more. Each of the 18 PQs outside of the pyramid has a distinct mini-game tied to it.

Mythic also said that they worked hard to make sure that players wouldn’t get frozen out of the public quest once it reached a certain level if they were in too small of a group or even alone. The quests definitely seemed to be more friendly to small groups, but many still had an epic encounter at the end that required a large and well coordinated party to have any hope against.

Nonetheless, even if the contribution is not huge, each person who participates unlocks a symbol. These symbols must be collected to finally enter the pyramid at the end, so theoretically, even with a modest contribution, a single player could unlock all he or she needs to go into the last stage. That said, once inside, they best not be alone. Some baddies await.

The non-traditional content didn’t stop once the pyramid door came down. This large dungeon not only has monsters to fight, but traps and puzzles to figure out. Very early on, players must navigate a hallway full of swinging pendulums. Take a step too far? Death. Take a step too fast? Death. To disable it, three players must make it through and flick switches so the rest can pass.

Later on, in an Indian Jones moment, a giant swarm of locust will chase players rapidly down some narrow hallways. As if that wasn’t bad enough, as the players run, skeletons reach up from the ground and grab at feet. This isn’t a root though. The only way to save the player is for a group mate to go back and help them, in a mechanic not unlike what players must do in Left 4 Dead.

Even the final encounter of the Land of the Dead feels far more like something out of God of War than an MMO. A giant statue of the undead ruler of the realm comes alive as a weary group leaves the pyramid conquered and comes down, fists a flailing, to smash the party below. It requires a War Band to complete, but players must quick run to avoid getting smashed by the fists as they wail away at the ground below, and then dive in to get some hits in quickly, before the statue raises them out of reach. After enough damage is done, the players can then run right up the arm and slay the statue by attacking a soft spot on the back of his neck.

For purists, there is good news and bad news. This content is really only in the Land of the Dead, which is ultimately an entirely optional experience for players. However, according to the team, this is entirely representative of how they plan to do content in the future.

For those into something new that requires players to be a bit more on their toes, this content should be a breath of fresh air, but will have to tide you over for a while yet, as there is no practical way to retrofit this style of content into the core game. It’ll come, eventually, but naturally that depends on fan response and development schedules.

Purge Mode

While much of this is PvE content, it wouldn’t be Warhammer if RvR didn’t have a hand in it. As mentioned before, when the zone first flips, the invading realm enters what they’re calling a Purge.

This is a series of missions to rid the Land of the Dead of anyone from the enemy realm. Among other things, they can destroy the opposing NPC base and any players in it, shoot down the giant airships that brought the opposition there in the first place, and slaughter players as they go about their PQs and more.

But it really doesn’t get super interesting until the pyramid itself comes into play.

Naturally, at the time of any switch, players are likely to be in the middle of an instance. They’re told that their realm has lost control, but they are not booted out. Instead, it just means that if anyone hits the respawn button, they must start back in their own realm, although resurrection is still allowed.

Now, they must make a decision. They can either give up and go home (not likely, eh?), dig in and defend, or try and get through to the end of the pyramid before anyone catches up to them. See, while this was previously a private instance, invading groups are allowed to either enter the pyramid in regular PvE fashion, or invade someone else’s instance. This means a new group, a group that can respawn, comes in the front door and is hot on the heels of the original group.

Remember those traps from earlier? Well, a smart group uses this to their advantage. They’ve spent the time to get through them all, so they can now go back and reset them all so that the invaders are delayed. Beyond knowing that the enemy is present, the groups know nothing.

A coordinated and efficient group can make life miserable for the attacking hoard and with a bit of skill complete the pyramid and kill lots of enemies as they do it.

Obviously, attrition is an issue and eventually the invaders are likely to chase off their opponents, but players don’t seem likely to make it easy on each other. Although, players are also fully allowed to log off and on, regardless of who controls an area. Many of the assembled press already had plans to hide stealth classes near the switches to various traps so that they could login and flick them at just the right moment to wipe out entire groups.

With the zone intended to flip roughly twice a night (every four hours or so), it is entirely possible (and likely) that well run group could fight off enemies and survive until their realm takes it back. In an instant, the hunted can become the hunters.

To Control The Land of the Dead

Mythic has gone to great lengths to ensure that neither side dominates the zone and the rewards within. To make sure there is a good back and forth, even on the most lopsided servers, they’ve done a few things.

At its core, this is a race. Whichever team reaches the number of points required to flip the zone first wins the round and gets the zone. However, they’ve set it up so that while the winning team’s score resets once they’ve taken on the quest to the Land of the Dead, the losing team doesn’t suffer any such reset. In short, the more times in a row one side wins, the harder it is for them to keep it up.

There is also a natural balance at play here. If one side is winning the Tier 4 land war and controls the Land of the Dead, more of their top players are likely to bleed off into the sands. That means more opportunities for the opposition on the ground to not only flip the land, but turn the tide of the war.

They’ve also made the contributors to those score amplified the longer a side fails, as a handicap of sorts. The want to make sure both sides get to experience the content and have a regular stream or purge scenarios, which is one of the things they are most excited about.

Unlocking the Land of the Dead

Finally, Mark Davis from the Live Event team dropped in to explain how they’re going to unveil the Land of the Dead.

Too many games just patch the servers and say “go,” which is a lesson too few MMOs learned from EverQuest, which has generally done a great job of introducing new content through epic Live Events. Warhammer has had some success with Live Events and plans a doozy to open the doors to Patch 1.3.

When the patch goes live, the Land of the Dead will not be available instantly. The two sides will take part in the culmination of the Call to Arms story arc over a full week. The winning realm receives 24 hours of unfettered access to the new area.

The Call to Arms story arc began back in February with Bitter Rivals and has teased this update, even before the wraps came off what it was all about. Now with Rise of the Tomb Kings, players can duke it out, not just in the traditional RvR-focused meters, but through quests and other content that will only be available that week.

Davis noted that the previous legs of the story arc were very individual in nature, with players conscious of their contribution. This arc is far more realm driven, and the Live Event page will even keep track of who is in the lead as the week goes on.

Players can, of course, jump into this Live Event at any time or hour. It is not an event where GMs roleplay out characters on a Live Server, but content that is activated and available around the clock. It doesn’t require that the player was around for Chapters One and Two, either, but Davis did hint that those who were will be happy.

“There’s a reward from Beyond the Sands (Chapter Two) that is useful in the Land of the Dead,” he teased cryptically.

Davis has been thrilled with fan feedback on their Live Events to date and emphasized that this is something else Mythic has a renewed commitment to. While the timing will vary for a range of reasons, they hope to do a Live Event every couple months for the rest of the year. And for players overseas, don’t fret. All content, even Live Events, filters out to the partner servers (regardless of language) within a day of going live in the US.

Final Thoughts

This is undoubtedly going to be a big moment for Mythic and the future of Warhammer Online. The content itself is a departure from the core game, but that is not necessarily a bad thing. It remains to be seen, though, if some fresh new content in one zone, no matter how epic, will be enough to entice a large number of players back into the world and whether it’s worth the risk of alienating players who liked their PQs the way they were.

Nonetheless, it’s a risk worth taking. These quests are fun, no doubt about it. They were a joy to play and Mythic seems to have done a good job of balancing the new ideas with the realities of an MMORPG. Although the lack of console staples like ragdoll death are emphasized when a Witch Hunter gets smashed with a giant pendulum, only to crumple to the ground in a stock death animation. Still, these details aside, the content stimulates parts of the brain that few MMOs bother with and that alone represents a huge jump forward that Mythic hopes will reinvigorate and expand their community.

The Land of the Dead is available to any player in the controlling realm over the level of 25 (it automatically scales people to the mid 30s) and should roll out free of charge in early June.

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The Modern MMORPG

Tuesday, June 09, 2009
The massively multiplayer online genre is relatively new. Games such as World of Warcraft offer things that players could previously only dream of. The game's scope, complexity, and variety of options dwarf everything that has come before. The monthly fee based structure gives companies the financial base to continue development, expanding existing games with more content, higher levels, and added complexity. Keeping these games fresh is the greatest challenge faced by mmorpg designers.

When a new mmorpg comes out, the sheer volume of content in front of a player can seem overwhelming. Time invested leads to incremental gains in resources, represented generally by improvements in various abilities and the quality of available gear. Players will progress through content at varying rates, depending on how much time they spend and what parts of the game they enjoy. Eventually, generally after several months of play, a significant portion of the player base will begin to exhaust the content of a game. This often coincides with the release of newer games that compete for player's attention. Given that most players can only find the time and/or money to support one mmorpg habit, this can lead to attrition of your highest involvement players. It is somewhat of a contradiction that the intensity with which a player approaches a game also determines how quickly he will exhaust available content.

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MMORPG and Real Life

Tuesday, June 09, 2009
Every form of art tries to capture life and its flavor. Along with the evolution of technology, computer games are now state of the art masterpieces. Behind a successful complex game, there is a team of graphical artists, programmers, scenario writers and so on. Because of their great resemblance with reality, games we play today reveal to us a world of fantasy, sensations and experiences far beyond everyday life.

MMORPG's are at high stake these days. These games became a billion dollar industry these days thanks to the great number of players out there. What makes these games so popular is the simple fact that the player can be whatever he wants in that game. He can gain power far beyond his ordinary powers, he can have money or possessions, or he can rule that virtual fantasy world.

We must admit that these games can possess the player's mind. At first, the game is a pleasure but in many cases, the players become obsessed with it especially if it is a great game. The impact of a masterpiece virtual world is very high and losing contact with reality is only one-step away.

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Sunday, May 31, 2009

Virtual "Seizure" Has Actual Value

Let's say you have a Thunderfury, Blessed Blade of the Windseeker. And let's say you bought this item for $100 US. If Blizzard repossess this item (i.e. takes it from your inventory), does this cause you an actual financial loss? Or, in the alternative, let's say you manage to somehow get an Ashbringer (despite theoretical impossibility, it happens), do you have a monetary loss if Blizzard takes it, merely because you could have sold it for $1,000 US?

According to a story from Pacific Epoch, it would seem that is the case in China. The jist of the story is that Shanda Interactive has been forced to apologize to a gamer and pay that gamer 5000 Yuan (just under $700 US) because they removed six virtual item from his account in the MMO The World of Legend. The items were removed pursuant to an investigation in stolen good sales in the game, and after police ordered Shanda to return the items post-investigation, Shanda failed to do so.

While I wouldn't go as far as to say this sets up a virtual "search and seizure" precedent, it does present a greater case for actual value of virtual goods. And while there's no such thing as "international precedent" that would bind courts in other countries to the decision, it does provide a perspective that US judges could look to when deciding their own virtual asset cases. It also seems to paint a further picture of inevitability to the idea of virtual assets being assigned value in the US officially by either the courts or the IRS, those being the two most likely to make the first statement in the arena.
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Sunday, May 31, 2009

(CNN) -- When Santiago Martinez wants to give his friends birthday presents, he buys a cake or flowers or sometimes a teddy bear.

'Virtual currencies,' like the hi5 Coin, shown here, are becoming more important on the Internet.

'Virtual currencies,' like the hi5 Coin, shown here, are becoming more important on the Internet.

But the 41-year-old, who lives on Mexico's Yucatan Peninsula, doesn't spend pesos or dollars. He buys the gifts with an online-only currency called hi5 Coins.

He also doesn't deliver the gifts in the physical world. They appear digitally on his friends' online profiles on a site called hi5, which is a social network like Facebook or MySpace.

"They can't eat the cake. It is an image -- the thing that it represents," said Martinez, an accountant with a wife and two kids. "You can send the feeling of that [cake] that you want to send."

In any given month, he spends the equivalent of $40 in this manner.

But Martinez is hardly alone.

As our identities migrate further onto the Internet, currencies that exist only online are becoming a more significant part of commerce on the Web and in the real world. Some, like the hi5 Coin, operate almost like tokens in an arcade or tickets at a fair: They're a stand-in for real-world currency.


Other "virtual currencies," like Second Life's Linden Dollars, however, are traded on markets. The currencies also fuel online gaming communities and are becoming an important part of social networks.

Several online currencies are competing to be the economic engines for MySpace and Facebook, which don't have their own unified currencies. Other social networking sites, like hi5 and myYearbook, have created their own units of money for their users to spend.

All of this movement leads some experts to see a future in which virtual currencies enter the same trading space as their real-world counterparts.

The online monies are not robust enough to trade competitively against real-world currencies, but people underestimate the large amount of cash that is transferred from the real world into virtual currencies, said Edward Castronova, a professor of telecommunications at Indiana University.

Castronova says people transfer at least $1 billion into the virtual currencies each year, with most of that money going into online games. The actual amount could be much higher, he said, but the market is hard to quantify.

"The question is really one of scale," he said. "Is this big enough for someone to take their 401(k) [out of real-world currency] and start looking into this? No, absolutely not."

Sometimes, people collect online money simply by purchasing it.

In "World of Warcraft," players earn WoW Gold as they advance through the game. The currency has become so sought-after that it is bought and sold on a black market, experts said.

Low-wage workers in China are known to play the game for a living and then sell the virtual currency they earn to avid "World of Warcraft" players in the West. This despite the fact that the game's maker prohibits such activities.

As the market for online-only currency grows, problems that plague real-world economies start leaking in, said Charles Hudson, who runs the Virtual Goods Summit, an annual conference.

"Once you get a virtual economy that's functioning, you run into all the problems that we have with the real economy: taxation, interest rates, inflation. All of the same problems that cause headaches for the Federal Reserve come up in the virtual economy -- and the stakes are the same," he said.

The solution has been for each social network or game that uses its own currency to appoint a money manager. Hi5, for instance, employs a staff economist for this purpose.

The site soon hopes to make as much money through its virtual currency exchange as it does from advertising, which is the primary revenue source for many social networks.

Mark Methenitis, a Dallas attorney who writes a blog called "Law of the Game," said online currencies are "completely unregulated," which will make trading them against each other dangerous.

"There is huge potential for fraud, for what would be the equivalent of insider trading," he said. "Also, since these economies are completely under the control of the virtual world owner, it's pretty easy to cause massive hyperinflation."

Social networks and virtual worlds are currently trying to find ways to manage or capitalize on their developing economies.

These networks' successes may hinge on how they are able to manage their economies and currencies may, experts said.

Facebook is researching the idea of creating a unified currency but is "very early" in the process and has not committed to it, the site said in a statement to CNN.

Currently, applications on the site -- which allow users to play games with each other and trade gifts -- are powered by currencies made by the application's developers, not by Facebook.

These developers are making good money on the system, and Facebook is missing out on profits in that area, said Hudson, of the Virtual Goods Summit.

Joey Seiler, who writes about virtual worlds, said virtual goods are becoming more popular because people are taking their online identities more seriously.

At first, it may seem ridiculous that someone would pay for virtual currency in order to buy a T-shirt icon to put on a social-network profile. But Seiler said more or his friends see the virtual T-shirts on his Facebook page than see any T-shirt he wears in real life.

So being able to spice up his online identity has real value, he said.
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GAMERCE in Philippines

Saturday, May 30, 2009

GAMERCE in Philippines



Gamerce.com Just Launched Their Newest Website the www.GAMERCE.ph . A First Ever Philippine Online Gaming Shopping Center. Wherein You may Post Your Game Items,Currencies,Characters Etc. Registration Is Free.

www.GAMERCE.ph Open Beta Event Now Ongoing.

A Way To Prevent Scammers From Taking Away Your Money.. Example, You're Buying an Item From Another Player And You've Already Sent The Money Through LBC,Western Union Smart money,Globe G-Cash, Bank Etc. But After He Recieved He Didn't Give You The Item. In www.GAMERCE.ph You're Safe. Because www.GAMERCE.ph is The Middle Man. You're Money Or Item is Safe in gamerce.ph


Visit www.GAMERCE.ph For More Info.
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Saturday, May 30, 2009

Healing: The Best Skill in MMORPG




In almost all MMORPGs, a skill called “heal” exists. And this useful skill can be in different class and purpose; it can be dedicated to heal one’s self, another player in the game or a team mate.

Heal skill can be classified in many type; channeled heal, direct heal, group heal, group HoT (heal over time), reactive heal, spread heal, vampiric heal and some improved heal skill that have some added effects. All those skills are very useful if you use it properly. But which of those skills is the best?

The best heal skill that I’m talking about cannot be found anywhere in game… because it is the MMORPG itself. It is not about heal or any buff skill that you often cast to your characters in game, but how MMORPG heal a fading soul back to life… how this modern medium of amusement saves a life of a boy from being caught up with his sickness and refused to live his life the way it should be.

It’s almost half a decade now since he was diagnosed with his curse; the smile on his face was replaced with sadness and regrets. He chose to live his life alone as if the world turns its back on him and never want to see the bright side of life again. He accepted his fate in a way that he prevents himself to taste the life of every other normal people can have.

But all of those afflictions turn into bliss when he played his first online game and met his first buddy in game, which eventually became his best friend. The boy started to socialize and make friends with other players, joined a guild and even met his guild mates in real life. He even surpasses other normal players’ abilities and competes in international tournament.

From there, he started to see the bright side of life again and made a vow to have a life well spent. The boy may not be healed physically but being healed mentally and spiritually is enough for this beautiful soul to enjoy life because it is not how long or short your life is, but how you live your life. A short life well spent is far better than a dull life long lived.

Playing MMORPG for most people are just a mere entertainment and pleasure, but sometimes, a mere entertainment for us is a life saver to someone. Now, is there any skill in MMORPG that is better than healing?

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LOTR : A Beginner's Guide..

Saturday, May 30, 2009

LOTR : A Beginner's Guide..



Is there any form of PvP in LotRO?

There sure is. But it’s different from what you might expect. Being that the notion of elves mass killing hobbits was distinctly un-Tolkien, Turbine has created Monster Play for players to help them free the beast within.

What is Monster Play?
Monster play, or PvMP, is Player versus Monster Player. What that means is instead of hobbits and elves fighting it out among themselves, a system has been created that lets players take temporary control of “monsters” and fight the higher level regular player characters of LotRO.

Great, so now instead of worrying about an elf killing my hobbit, I have to worry about roving bands of Monter Players?
Not at all! The PvMP system is 100% consensual in nature for just that very reason. Anyone who does not wish to partake in the PvMP never has to, not even for a second. The ongoing battle takes place in the isolated world area of the Ettenmoors, and you won’t find yourself accidentally stumbling into the area either. It’s only accessible through talking with specific NPCs.

Hmm… okay, I’m intrigued. Tell me more about PvMP.
Well let’s give you a run-down of its features, and we’ll go from there.
- The Ettenmoors is a large, fully-developed region, about the same size as the Shire.
- Players on each side start in a “no-kill zone”. You won’t be thrown into the Ettenmoors, and immediately waylaid by opponents.
- The objectives that either side must strive to attain are defeating the enemy in combat, completing PvE and PvP driven quests, and of course, maintaining your sides hold on several Keeps and Towers.
- There are five monster classes to choose from when creating a Monster to patrol the Ettenmoors with.


The Monster Play Zone: The Ettenmoors.


What classes are available for creating a monster?
The five “classes” of monsters are as follows:
The Uruk Warleader – The main tank of the Monster side, this hefty orc is directly intended to be the leader in groups. With powerful in combat and out of combat buffs, as well as the ability to heal and do moderate damage per second, the Warleader is sort of a jack of all trades.

The Orc Reaver – The Champion class for Monsters, the Orc Reaver is your most essential damage doer. Also with the ability to de-buff, interrupt skills, and do some tanking, he’s a crafty foe not to be taken for granted.

The Uruk Blackarrow – And expert Uruk orc Archer, this class is a ranged damage dealer with some crowd control abilities, and a sprinkling of area of effect damage dealing.

The Warg Stalker – A stealthy canine abomination of the Dark Lord’s army. These pups are proficient in doing high burst damage, they can serve as a tank in some pinches, and are capable of interrupting opposing players spells and skills.

The Spider Weaver – Similar to the spiders often found giving travelers trouble across Eriador, these little 8-legged freaks are efficient at crowd control, damage over time, some light damage dealing, and even some ambush attacks. It should be noted that you can’t have alts of your monster characters. You can play one of each class though, and their names are permanent upon creations. So choose wisely.



The Monster Selection Window


How do I play as a monster in the Ettenmoors?

Making a monster character or "creep" as they are so lovingly called is easy!
Start off by leveling a regular player aka "freep" to level 10, once you have done that, monster play is simple! Before log in to your freep,
you will see in your character window a red bar labeled "Monster Play". Once entered on that side, you will have a choice of several
different types of Monster Players to chose from!



Monster Player Tab


Can I level my monster and make him stronger over time, like a normal character?
Yes and no. Your monsters will start as level 50 regardless of what level you first step into its skin. They’re not on par statistically or skill-wise with a level 50 player, but more so like a mob that a player would be fighting at that level.

This was done because Turbine anticipates at all times there being more monsters than players (who must be upper-level to play in PvMP) and therefore the fighting field should be level. Monsters can grow in strength though, through the acquisition of Infamy and Destiny Points.


The Orc Reaver craves the blood of fat hobbits...


What are Infamy and Destiny Points?
Sort of like experience for monster players, these can grant or enable things like additional skills, improvements to current skills, bonuses to the monster’s Morale, regenerations rates, armor mitigation, and so on. Players can also gain additional appearances to change the look of their monsters over time via the Infamy system.

I heard talk about maps... where do I get these?
Glad you asked! One of the most important things to have out in the 'Moors are your maps. There are a total of 15 maps you can get on the Creep side. 3 maps for each Keep:

*Lugazag
*Tol Ascarnen
*Tirith Rhaw
*Isendeep
*Grimwood Lumber Camp

Each map can be obtained by doing quests for each keep. Starting, you need 10 quests to obtain your Crude map to the Keep, followed by 25 quests for your Poor map to that keep, then finally 50 quests total for your Good Map. The Crude and Poor maps all share the same timer, so if you use your Crude Grimwood Map, the timers for the rest of your Maps will start the cooldown also. The only maps that do not share a cooldown are the Good Maps, they are all on a seperate timer.

There is also a Gramsfoot Map you can obtain by "scounting" out the different keeps or (depending on the keep) talking to one of the NPC's there. this you have to do without dying so make sure you steer clear of the fighting!

Okay, now I know how to be a monster, but how do I play my main character in the Ettenmoors?Glad you asked! Of course, you’ll first need to level your character to level 40 though, as that’s the lowest level you can enter the Ettenmoors as. It’s probably a better idea to level him or her a bit higher though, as everything in the zone is geared towards top level players. Once you’ve done this, here’s what you’ll need to do:
- Travel to Rivendell by any means possible
- Find the Horse Stables in the Western section of the area (known as Elrond’s Stables).
- Right click on Stablemaster Remros then select Ettenmoors and click the “Go!” button. You’ll be taken to the Ettenmoors, where you can begin your quest to rid the area of Sauron’s forces. The objectives for the player character side of things are similar to the monster side. Kill the monsters, complete the quests scattered across the zone, and attain and keep control over the keeps and towers in the area. Doing all of these things will reward your player with Destiny Points.

What can my character do with Destiny Points?
Destiny Points are earned for the player by completing quests and generally waging war with the Monster Players in Ettenmoors. They can be used for special buffs and traits for your character as well as “per-session” buffs upon entering the Ettenmoors.

Will my weapons and armor take damage when I die in PvMP?
Your character’s items will not take damage when he or she is killed by a Monster Player. It is important to note however, that they will take damage if you are killed off by one of the many mobs patrolling the area. But worry not, for no matter who defeats you, revenge is only a few minutes away. You simply need to “rez” at a nearby respawn point and head back into the fray.

What about player character rewards, like items and other things of that nature?
Oh, they’re available. Destiny points and general partaking in Monster Play will help you acquire the necessary things needed for acquiring such rewards. I’ll leave it up to you to find out just what is available for your acquisition. Here's a pick of some of the perks available, just to wet your whistle...


Some Monster Play Perks


Is there anything else I need to know, before I go smiting the evil (or the good) of Middle-Earth?
Just remember to travel in packs, be you on the bad or the good side. A solo-player will likely be eaten up in the Ettenmoors, as most players go with the mob mentality when indulging in PvP. Secondly, remember that defeat is not permanent. If you fall in battle, all you need to do is run back to the fight, and give it another shot. No shame in being beaten. And lastly, remember to have fun. That’s what the game is about. Friendly competition, with the added perks of rewards from all your bloodshed.


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Event in Gamerce they will be giving away 10 ipod touches

Saturday, May 23, 2009

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