Starve them of the oxygen of publicity...

OK what the sam-hill is it with everyone and the goldfarmers all of a sudden?

Getting hit with farmer spam? 

/report and /addignore

If it's getting that bad you could even macro it. Then just target teh bleeders, zap them like the cockroach spawn they are and move along.

I made the mistake of going onto the oForums and brought up 'recent' posts. More than half were people going "!zomgords what to do! there are gold farmers in teh game!" 

Good grief people. grow a pair! Instead of running to the boards with "We need a dev to do something NOWWWW!!!!! I can't afk grind my intrerrtarner* for all the spam" do something about it yourself. Just like any other irritating spamming griefspewing BMs.

Big news, they've always been there. Bigger news, they must see the game as worth farming gold in or they'd not be wasting time there.

Not even going to get into the whole "is it against the EULA / but some people farming credits aren't selling them" thing.  Just treat them like any other annoyance and block them.

*(seriously. How in fork do you write something you see written in front of you daily THAT badly? Sheesh, I could throw an gurnade at peepl who du that)

nuTC? TC-lite? Freeda TC Now!

 28/03/07 - Well, some interesting observations on nuTC.

It was, as anticipated, really quite fun to start off from a bare bones server and see so many OLD faces back on there for the forst time in, well, a heck of a long time.

There seemed to be an enhanced progression rate for entertainer, which in a way makes sense as they are needed to provide the buffs that every other profession benefits from. 2XP was switched on for a while too and that also had an effect on the general progression across the board.

It is hilarious to see lvl 6-10 fighters getting their asses handed to them by kreetles as a whole gang of knuckleduster weilding lvl90 entertainers steam past on their wat to catching a bus up to Musty or Kash. Even with 2XP the combat progression does seem a fair bit slower but of course they can't wear armour till what 25? 26? And there are not that many AS's making much yet. Still out there trying to get enough resources to grind up to a point where they can make something worthwhile.

Which leads me to another observation. When did it become paramount that we get to 90 in whatever profession before feeling we're taking part in the game?   OK, on Live a crafter pretty much has to be up there, and buffed and using the better end of the best resources if they want to be competitive and get the bug bucks. But c'mon, it's a bare server. Even bog standard bone armour is going to be better than your shirt sleeves, and of course an ent buff is going to bring the resists on that up some.

Which then brings me to... armour resists. WHAT THE DICKENS???  My ent is tooling around in a set if Imp black Katie armour from Mort.  Not the best armour in the game ever, but with an ent buff I'm there with 10k resists. 10k? C'mon... time was when we'd pay thru the nose for something that game us 6k...  Now obviously it's not going to affect PvP that much as the serious players will still go for the best, will chose weapons and specials that do most damage to the other guy, but in PvE, well, even bitch slapping NS I'm pretty much bomb proof!  Can we say "balance issue"?

 Well, all in all, interesting times on TC and fun to look at the game again thru 'different' eyes. Still not sure that the past ~18 months / 2yrs turmoil has actually got us any further forward and I'm feeling there's less positive effect from all that 'polishing' than we might have expected.

OTOH, first time in a LONG time I've logged in and had **FUN**, and it even persuaded me to go play on Live a little, for comparison. Heh.

 

llap
almagill
 

 


 

yup, been thinking about the whole nuTC thing a bit since last night. Bent poor Yivvit's ear over it while he was tring to proper work then woke up this morning and my poor Mrs (who used to play TC back when I first started. (/sigh. Happy, happy memories..) got about an hour of my monomaniacal ranting about "Why This Is A Bad Thing Really, M'Kai".  She eventually gave me a mug of coffee, a bit of toast and told me to go take my heart meds because I was "getting scary eyes".

 

ANYWAY.

Here's what I see as the problem.

Somebody has finally admitted to themselves that frogging TC was a bad thing.  Even though we told them. We told them on the forums, we told them in PMs, we told them on the beach heads, but we will nevvah, neavvah surrendah...

Of course, we were given the royal STFU by ?Helios and ?TH back around P27 when they decided they were just going to go right ahead with full on froggification and that TC was now a 'preview centre' for their cool new features and folks should just get on their and have like, y'know, fun fun fun.   But folk got on their and phared the froggies for anything they could sell to get themselves a mighty wad of cash. (Mighty wads of cash never really having been entirely necessary on TC, you could *almost* always get what you needed and frequently you could get what you needed at cost+a v v small %)

People were charging around in non-standard armour, with non-standard weapons, frequently with non-standard skills (Teras Kasi Master jedi with robot arms and legs?? the heck?) 

Now all this would have been bad enough, but it wan't the first time we'd been given a damned hard rogering with the rough end of a gafi stick. Whooah no.

We'd been mothballed in the past but somebody forgot to swith off the clocks and the traders lost the gear on their vendors. There was a bit of shifting of blame over that. It was the traders fault somehow... /rolleyes.

We got mothballed and they again forgot about the fact that, when they brought the server up for internal "testing" (and left a monster chunk of  Avatar Platform lying out in the Lok desert where they'd either been havign a LAN party or entertaining some meeja hors), the maintainence clocks on houses and harvesters would kick in. When we eventually got back onto the server... harvesters gone, houses with empty maintainence, bank accounts liberally gutted of coin.   But hey, that was out fault, for, uhm.. well, whatever, it wasn't anyone devsides fault.

We HAPPILY put up with the sometimes days of sudden server resets while trying to track down some freaky bug.  The one I remember best was around the time the Salons were introduced and some particle emitter was causing monster lag in cities. Well, anywhere there was a torch or glowy light.  In the time it took for your toon to log in there was such a heavy load on the client that you'd stutter maybe two steps and then bang, CTD.  But folks were on the TC forum and in another place, laughing about it, askig where each othe rhadn beem what we could see, trying to identify what was common to those  experiences and eventually the bug was identified and beaten to death with an old dancers leotard. 

THings that would have had players on Live writing to their lawyers and threatening to hunt down and maim  people were brushed off as 'just one of those things' by TC testers.  House Pack Up was introduced, and Seani (a QA) had a few folk dropping, packing, replacing and repacking different houses to see how things went.  One of my houses buried itself up to the roof in the desert (helping to identify a bug that's still not been fixed afaics, relating to how structures set their local z-axis and terraform or not).  Ops, buried house, can you dig it out? Sure, I'll get to you in a few... well, some other stuff came up that had priority but I'd catch her next time we were on together. I'd a toon IN the house anyway who could get my gear out. No biggy.

 

Yeah, nearly 18 months later I finally got the house back out after one of the newer QA/Devtastic lads hauled it out with a tractor for me.  But hey, it was just one of those things that wa sent to try us. "You shouldn't play on TC if you don't gots a sense of humour".

 

Point of this long and rambly bit is that we put up with all manner of sh&t in the name of trying to help make the game better. Long, long before anyone needed to be incentivised to come play on TC with frogs and stuff.  There was a GOOD commnity. In fact there were several good and complementary communities. Whole bunch of crafting minded folk made towns like New Unity and Skyhaven real homes from home.  Tombstone was the place for PvP. Heck, I even PvP'd there, something I avoided like the plague on Live but it was helping the devs get stats they needed for something.

Then came the regular slappings in the face.  The almost routine ignoring of bug reports, the really nasty bitchy comments from some devs, the mighty ego-fest taht seemed to go with the mothballing "It's OUR server and WE will do what we want, you TCers are mere pawns and carebears to boot" and, funnily enough, people started wandering off to other servers. People who hadn't played Live since launch started building toons there as TC was down or mothballed or frogged more often than not.  Morale was NOT good. People were more and more disincentivised to test.  The "oh we're not getting the information we need from TC' comments just pissed everyone else off and, well, from there it's been a downward slope.
 

Now, here's a thing that gets trailed out every once ina while and I want to just stop for a sec to beat it to death. "It's a TEST centre, it's for TESTING. Not for making your home on... you've got to expect wipes".

OK, testing, Yes,  thats exactly what we did. And documented, and fed back on, and followed up.

Adjusting your toons template to see how much more uber you can make it so you know what to do with it on Live is *not* testign, it's previewing and  using TC as an oveglorified character calculator.

Not for making our home on? Uh, right sure, so without people 'living there' how are you going to test cities,  crafting, long story arcs, character progression (oh yeah, ask me about THAT one sometime. Level caps that are way below the min for the next level up? oops. Not something frogs see.)

Expect wipes. Well, I played TC since 03 and I saw exactly NO wipes. Mothballing, yes. But scarping the server back to a null state, no. Temporary fresh servers, yes, but clearing out the whole server, no. And, just before you get too comfortable "expect wipes" is something that applies just as much to the Live servers and, statistically speaking,  as there are more of them is more likely to happen to one eventually.

And not having a proper, permanent test centre that accurately mimics a LIVE server in terms of the way it's run, the way it's population grows, the way it's equipped, then the more likely it is that something REAL nasty is going to get through and one of the Live servers will end up taking a bad hit. Better hope somebody has got a backup copy of your server, jic that does happen sometime. 

 

Now, there's the key point.

To be viable as a TEST centre, where the devs can test new code in an alpha+1 envirnment (ie, in the same state as Live  with some additions) it HAS to be exactly like a Live server.

With old preCU, PreNGE characters. With pre Ch9 jedi. With stockpiles of weird'n'bizarre resources. With items that no longer drop in the game but have been looted or created or crafted and folk have on LIVE. With character databases that reflect the mix of old and new toons that exist on Live. Think how amused we'd all be if somebodies preCU profession title tag, which is just a placeholder in a database,  somwhow caused a problem on Live that'd have been picked up on TC *if* we'd still had preCU characters...

If you aren't going to have a TC that's an accurate analogue of Live, then you might as well not bother. 

To further compound the madness,  they are talking about mothballing the current froggedTC and only bringing it out for publish testing. Possibly alongside nuTC, possibly mothballing nuTC and... oh yeah, pissing off the folk trying to grind their toons up, keep houses and towns and harvesters working...

 but why in hells name would you want to bring up the current CORRUPT database? You've just identified that as being part of the problem!

"Hey, Bubba, the brakes on my truck ain't workin..."

"Well you just come over here and we'll take a run down to the creek in mah tractor..."

"Hey, the brakes on this tractor work just fine and dandy!"

"There y'go then, you can take your truck out and go racin' on the freeway 'acause your breaks'll be workin' fine and dandy too, cousin Enos!"

Later... "Hey, these fricking brakes don't work! Damn you Bubba! Damnyou and your tractor!!

 

 To then throw inthe sop of "hey, but that means you'll have access to your lvl90 toons for publish testing" really just makes me think that, despite all tehir good intentions, the new devs have as little a clue about why there was a TC in the first place and just why it all went wrong.

Like I said just recently, I think it's time to call in Erin Brokovitch. Cos I'm seriously afraid there's heavy metals leaking into the water at Dev Central.

 

 

 

 

 

No more boring cars/games.

Where's the magic gone? What happened to the passion? Why does every MMO seem to be the same frelling game with a different frock on?

 

Well, it's time for me to drag out my Ford/Ferrari rant.

 

Go get a fresh drink, this takes a minute or two... and there may even be pictures.

 

Ready?

 

Okay, here's a story about design, focus groups, passion and CARS.

Ford wanted to bring out a new car. Their design teams came up with a whole slew of concept drawings. Man, some of them were really hyper-modern, space age looking, fast, sporty, damn, I'd even say sexy. They showed them to management who showed them to marketing who showed them to... a focus group.

Oh dear. Too racy looking! Too dangerous looking! It's got a sad face.. the headlights look like they are crying... oh my, the door handles, where are they? They're hidden? But waht about stupid people? How will they get in?

So, marketing reported back to management who called the design team back in and told them to come up with some new ideas that didn't upset so many people. 

Back and forth the design went. The designers would tweak, the focus groups would complain, management would worry...  

but eventually they had a design and it went into production.

Meanwhile, a designer at Ferrari sat staring at his sketch pad, drew a sweeping line, added some curves, grabbed some clay and started sculpting an idea. Day after day, night after night he worked at it, refining his idea, trying to capture speed and strength and grace and power all in one machine. Eventually he was ready, he showed it to the owners and they could see the passion. They showed it to the engineers and they said "Si! Can do!" and began the process of breathing life into this beast of a machine.

One of these cars was built so that it displeased the fewest number of people. The features it has are teh ones that got the least negative responses from focus groups.
One of these cars was built out of passion, with fire in it's soul, not caring a fig whether people liked it, loathed it, were afraid of it or love it. And, y'know what, people do ALL of those things.

 

 

Now, when it comes to GAME DESIGN, which would you want to drive?   The granny pleaser that dad's are happy to let their daughters drive  because it's safe and there's ntohing too threatening, or the big red monster there that you just know is waiting till you turn your back so it can flex and preen and flirt with the lady cars... raarr...
Just another ordinary day in fae land...

Just posting this as a 'compare and contrast' to the Chapter 5 publish we just saw in SWG.

New zone, new quests (PLURAL!), new skills, new faction stuff (that works), UI improvements...  the list just goes on, and on and on.

Oh yeah, and we're about to get another ingame event, Brew Day, which makes what, three since Christmas compared to SWG's uhm.. one? 

 

Compare and Contrast indeed! 

 

*** Highlights ***
The Estate of Unrest is now open for adventurous players looking for a challenge!
The first chapter of the Swords of Destiny quest line has been released.
New Lore & Legend Quests have been added!  Search the world to learn mastery over Kobolds, Bugbears, Brownies, Minotaurs, Clockworks, and Werewolves.
Kelethin citizens can now betray and change allegiance to other cities.
Petitions and help requests no longer require use of an external web browser!  

*** General Gameplay ***
The Fae Glide trait will no longer suspend when you zone into a dungeon while on a mount.
Candle flames no longer go out on lower particle settings
Items can no longer be looted into overflow using Tradeskill Harvest Bags.
Adding items to collections now works when you also have that item in the bank.
Fae should no longer be able to jump as high while wearing gnomish spring boots.
Resolved some occasional time issues when switching zones (spell reuse timers, zone timers, etc).
After years of humiliation the Boarfiend has been given some pants instead of just a loin cloth.
Veil Hunters under the effect of Boon of the Veil will no longer continue to receive damage if they are killed in the Veil.
You will now be asked to confirm leaving raid zones when you have a lockout timer.
You can no longer queue spells while you are dead or knocked out.  If you somehow manage to have a spell queued when you die, it will be cancelled when you resurrect.
Using the /yell command in Emerald Halls, Inner Sanctum, Clockwork Menace Factory, and Freethinker Hideout will no longer break the encounter.
To make his disciples more efficient in combat, Mithaniel Marr has reduced the size of the summoned Valiant Beast.
Casting Escape in the ‘A Meeting of the Minds’ zone will now take you to Feerrott instead of Everfrost.
The investigation skill should now only appear once you properly acquire it, which might take some investigation itself.
Mentoring and deleveling should no longer cause you to go crash to character select.
Mitigation adjustments from items and spells now offer protection and penalties much closer to the amount listed. Previously, lower level spells and items that granted mitigation bonuses would sometimes not offer any increase at all if the level difference was extreme enough. Now the bonuses scale properly by comparing the level of the item or spell versus the level of the player. For example: A level 70 Dirge casting the level 35 spell "Zander's Choral Rebuff" will see an appropriate amount of mitigation decrease on the target now, whereas before that spell would have had no effect at all.
Enemy Level is compared only once in determining mitigation adjustments and is now calculated before the mitigation diminishing returns curve is applied. This fixes situations where often plate armor's longevity plummets much faster than lower mitigation armors against high yellow and low orange content. 


*** Achievements ***

Points spent in the Class achievement have been refunded.
Achievement respec costs now start out at 10 gold, 
followed by 1plat and then cap at 10plat.  30 days after your respec the cost will reset to 10 gold.
Obtaining the final ability in any Class achievement line will grant a new player title.
Final abilities in the Class achievement lines have been reduced in point cost from 8 to 2. Point progression between rows of achievements have been adjusted to more evenly distribute the points between the rows and maintain most of the popular spec types that players had from before the update.
The spell description for Cloaked Assault will now display properly after purchasing its enhancement achievement. Bard:
Coin Toss - Duration to trigger HO effect reduced from 3 to 1 second. Reuse time increased from 1 to 5 seconds.
Harbinger's Sonnet - Benefit is now directly tied to Selo's without having to cast another spell, and slightly increase the non-combat movement speed.
Berserker:        
Perserverance will now double the in combat regen rather than adding 100. Mystic:
Enhance: Spirit of the Wolf - Reduced speed increase from 6% to 4%.



*** Spells & Combat Arts ***

General:
Spells like Water Spirit that cause you to sink in water will no longer cause falling damage.
Ammo will no longer be consumed when using a ranged combat art.
Spell Casting time calculations will add/subtract modifiers before multiplying modifiers.
Spell reuse will no longer exceed the amount it was prior to zoning or logging out. Bards:
Selo's Speed of Sound, a new upgrade of Selo's Accelerating Chorus is available at level 55. Brawler:
Increased defensive stance physical mitigation percent bonus from 20% to 25%
Increased hybrid stance physical mitigation percent bonus from 10% to 12.5%
Increased defensive stance minimum deflection chance from 7.5% to 10%
Increased hybrid stance minimum deflection chance to 3.5% to 5% Brigand:
Double Up - Now works with Sinister Strike. Conjurer:
Plane Shift - Hydromancer pet's size is increased. No more tiny water snake. Dirge:
Crypt's Quiet - Increased triggered damage.
Death's Door - Increased triggered damage and percentage.
Dissonance - Reuse time changed from 20 to 12 seconds.
Noxious Chorus - Increased resist amounts. Fury:
The full description of the Fury spell Bristleskin will now display correctly. Illusionist:
Color Shower should now trigger procs correctly. Troubador:
Alin's Keening Lamentation - Casting time changed from 3 to 2.5 seconds. Reuse time changed from 15 to 12 seconds.
Arcane Chorus - Increased resist amounts.
Elemental Chorus - Increased resist amounts.
Performer's Talent - Increased trigger percentage.


*** Items ***

 General:
The Spring Loaded Gnomish Stilts will no longer work while on horseback.
Crude, shaped & worked versions of the Tailored Tranquil Dragon's Breath Slippers now have the appropriate divine resist.
The invisibility effect from Rhaondrilliis must now be activated to work, and can no longer be cast while under stun/stifle/mez.  Casting time has been set to 2 seconds, with a reuse of 3 minutes.
The tailored tranquil dragon's breath blouse, shawl, pantaloons, mitts, cuffs, and cap should all now have the correct amount of divine resistance.
The Circlet of Storms may now be transmuted or sacrificed.
'Environmental' is now spelled properly in the following items (and their effect text): Worn Arcane/Elemental/Noxious Environmental Suits, and the Full Body Arcane/Elemental/Noxious Environmental Suits.
The worked version of the halasian boiling pot will now properly show the Handcrafted tag.
The effect Dark Purpose from Band of the Chosen should now be functioning.
The recipe for Ruinous Hesitation (apprentice) now consumes the proper number of rosewood and hanging root (5 each).
You can no longer activate the Spring Loaded Gnomish Stilts while on horseback.
Orb of Truth: When triggered, Healing Pulse will now heal the caster instead of adding additional healing to each heal cast.
Orb of the Healer: When triggered, the caster of the spell is now the origin of Healing Wave.
Dark Aura of Protection should now properly proc from Hoop of the Chosen.
The 'Arcane Feedback' proc will now show the correct icon.
The effect on the Blithe Bixie Cloak will now return power to the caster, instead of draining it. Appearance Changes:
Profession hats should no longer make you bald.
The "Crested Mistmoore Shield" heritage item will now mount properly on the wall.
"a small figurehead" house item should now place correctly against the wall.
"a letter from the Dismal Rage" will no longer sink into the floor and table when placed.
"a militia skull display shelf", "a Coalition skull display shelf", "a Dismal Rage skull display shelf" will now place properly when on a wall.
'a Qeynosian wall sconce' now places properly on the wall.
The house item book ‘History of the Feir’Dal’ has an in-house appearance now.
Many weapon drops in the Emerald Halls have been given unique appearances.Tradeskill Related Items:
All 1% tradeskill success modification items created through tinkering are now usable at level 20 instead of a range from 2 to 20. This will not impact characters who have the items, as to equip them, the character previously already needed to have the tradeskill class. This change, along with the two below should create a more level playing field for tradeskillers working through these levels.
All 2% tradeskill success modification items created through tinkering are now usable at level 33 instead of a range from 33 to 41.
All 3% tradeskill success modification items created through tinkering are now usable at level 54 instead of a range from 59 to 68.
Tradeskill created Xegonite idols will now properly be equippable at level 62 instead of 67.
Tradeskill hearths now have appropriate sounds when lit.
The River Rock, Ashen and Sandstone hearths now all properly carry the 'Handcrafted' tag.
The portable tradeskill devices may now all be used at level 41, rather than a range of levels from 41 to 47.
Fixed a typo in the description for the Elaborate Stove & Keg prose.
Crafting the pristine version of the Mechanized Platinum Repository of Reconstruction will no longer award one more xegonite than was required to make the item.
Alder bookcases are now properly labelled mastercrafted rather than legendary.
The last charge on the Gigglegibber's Secret of Death will now work properly.
The crude, shaped, and worked versions of the imbued adamantine warhammer now have the proper stats.
Miscalibrated and Calibrated tinkered harvesting tools (such as automated shears) now require tradeskill level rather than adventuring level. This is consistent with the higher-level Overclocked tools. Item Sets:
The first bonus from the Necromancer Spirit Siphoning Set, Focus: Abate Life will now remove 200 power cost instead of adding.
The Coercer EoF Force Itemset focus Impetus now adds 10dps, instead of haste.
Coat of the Requiem - Focus: Luda's Nefarious Wail II has had it's damage modifier increased to 160.
Robe of Dark Arts - Focus: Void Distortion II has had it's damage modifier increased to 100. Ammo:
Ammunition just became less mysterious! Examining ammo will now show damage, range and accuracy modifiers.
All store-bought ammunition now has a max stack size of 100. Previously it fluctuated between 99 & 100 depending on level.
All tradeskilled ammunition now has a max stack size of 100. Previously it fluctuated between 99 & 100 depending on level.
All tradeskilled ammunition recipes award 25, 50, 75, or 100 items depending on the tradeskill success.
All tradeskilled ammunition should correctly show up as 'HANDCRAFTED' rather than 'UNCOMMON'.
Specific to arrows, the following changes have been made:

  • Store-bought arrows have the lowest damage potential, range and accuracy.
  • Ranger summoned arrows have mid-line damage potential, range and accuracy - these arrows have not changed from their current state on live.
Tradeskilled arrows now have the following properties:
  • Broadhead arrows: High damage, low range, low accuracy, slashing damage type. (These arrows were formerly known as hunting arrows.)
  • Bodkin arrows: Medium damage, medium range, medium accuracy, piercing damage type.
  • Field point arrows: Low damage, high range, high accuracy, crushing damage type. (These arrows were formerly known as rounded arrows.)
*** Adornments ***
You can now place adornments on imbued tradeskill weapons, armor and shields.
No tradeskilled or store-bought ammunition may be adorned. All tradeskilled arrows should now have the ORNATE flag to reflect this.
The initial damage on Flickering Molten Bindings has been slightly increased.
Reduced the damage over time on the Sparkling Molten Bindings to be more in line with the other heat damage bindings.
The effect on the 'Xxxx of the Magi' adornments will now properly state 'Xxxx of the Magi' rather than 'Xxxx of the Pontiff'.
Fixed an issue that was preventing adornments with procs triggered on casting from working.
The Finesse of the Pontiff line of adornments should now properly reduce hate around the caster on successful heal casts.  Note: The effect will only trigger while the caster is in combat.
The Focus of the Pontiff line of adornments will now properly return power to the caster.
The adornment 'Reinforced Splint' should now properly display as a legendary adornment.


*** Quests ***

New Quests:
A quest line to go from Kelethin citizenship to Exile has been added.  If you are level 10 or higher speak to Saelir Varryn in Greater Faydark.
A quest line to go from Kelethin citizenship to Qeynosian citizenship without betraying has been added.This quest line begins with Duryo Valstat in South Qeynos.
The first chapter of the Swords of Destiny quest line has been released.
Shareth D'Frexin could use your help to retrieve something he lost in New Tunaria. He was last seen lurking about above the waterfall in The Greater Faydark.
There is now a tradeskill tutorial quest for characters starting in Greater Faydark.
New Lore and Legend Quests are available for Brownie, Bugbear, Clockwork, Kobold, Minotaur, and Werewolf. Existing Quests:
A goodly number of quests that involved heroic feats are now properly marked as heroic quests in the quest journal.
Quests under level 10 will no longer give achievement xp.
Greater Faydark (Kelethin): Whittier should now offer his quest again if you decline it the first time.
Heritage: Cloak of Flames: Juna will now offer another Inert Leather Cloak at any time during the quest that requires it.
Antonica: Attack of the Killer Bear: The Windstalker Grizzly will once again properly spawn.
Beholders now count as Evil Eyes, as they are eyes... And evil... They will update the Evil Eye legend and lore quest and the mastery strike awarded from that quest will work on them.
The quest items required for'The Heart of Gnome' will now be removed from the player when the quest ends, as they should be.
Bonemire: The Flame of the Corpse Candles: It is now possible to catalog the sated corpse candle for this quest.
The quest "A Fallen Beauty" (both monk versions) may now be completed, even if the target NPCs have despawned. Simply speak with Jin Li again.
The quest 'Relics for Elurad' is now flagged as heroic.
Crystal and Stone golems now give auto update credit for Golem Lore and Legend quests instead of Elemental updates.
All drakes in Kingdom of Sky are now considered drakota. Tradeskill Related Quests:
If a character deletes (accidentally or otherwise) any of the 'Seeking a Profession' (II to IX) tradeskill quests, they can now return to the questgiver and continue with their progress again.
The quest 'Seeking a Profession IV' now requires a level 3 scroll be scribed (Light Strike) to match the quest level, rather than the level 5 scroll, Arcane Bindings.
The tradeskill tutors for the Seeking a Profession IX quest will now properly tell players that they will need a Fashioned Lead Hoop instead of a malachite ring.
Citizens of Kelethin may purchase the note to begin their tradeskill tutorial from Raclika. New characters will receive this note automatically upon logging in.



*** Tradeskills ***

General:
The merchants Newman Hines and Garfa Gillgrinder will now properly sell incense for new crafters going through the tutorial.
You will now get a failure message if you do not attempt to counter a tradeskill event.
Numerous corpse items that claimed to be useable in crafting have had their description changed to remove this legacy data.
You should now see an interrupted message when you move while transmuting.
The tradeskilled cobalt hearths were renamed 'ashen hearths' to avoid confusion with needing cobalt clusters in their creation.Commisioned Work:
If a lore component is required for a recipe then the character commissioning work must provide it. Recipes:
The level 28 alchemist recipes (apprentice & adept) Essence of Barrage are now named Essence of Berserker Barrage to properly reflect the combat art they make.
Fixed an issue where level 60 fighter spells created by alchemists wouldn't properly return their rare components if combine completely failed.
The recipe for Elddar's Grasp is now correctly flagged as a level 64 recipe.
Level 60 sage recipes in the volume 59 books for priest apprentice spells will now properly use 51-60 components/fuel instead of 61-70.
Level 60 sage recipes in the volume 59 books for priest adept spells will now properly use 51-60 components/fuel instead of 61-70.
Level 60 sage recipes in the volume 59 books for mage apprentice spells will now properly use 51-60 components/fuel instead of 61-70.
Level 60 sage recipes in the volume 59 books for mage adept spells will now properly use 51-60 components/fuel instead of 61-70.
Level 60 jeweler recipes in the volume 59 books for scout apprentice spells will now properly use 51-60 components/fuel instead of 61-70.
Level 60 jeweler recipes in the volume 59 books for scout adept spells will now properly use 51-60 components/fuel instead of 61-70.
Level 60 alchemist recipes in the volume 59 books for fighter apprentice spells will now properly use 51-60 components/fuel instead of 61-70.
Level 60 alchemist recipes in the volume 59 books for fighter adept spells will now properly use 51-60 components/fuel instead of 61-70.
The recipe for the Xegonite Wall Sconce now requires the use of a forge rather than a woodworking table as the other sconces do.
The prose for the Metalworking art 'Anneal' now accurately reflects the effects of the spell.
The prose for the Tailoring reaction art 'Stitching' now accurately reflects the effects of the spell.
Tailor made crude/shaped/tailored/pristine woven etched leather armor now properly has a wisdom bonus instead of an intelligence bonus.
The recipes for the Ornate Cambric Rug and the Horned Leather Rug now require a loom rather than a woodworking table as other rugs.
'Old Fashioned Dwarven Wire' now has an appropriate description.
The recipe for cambric rugs now requires the use of a sewing table (or loom, if you prefer) rather than a woodworking table.
The recipe for Amplify (Adept III) now correctly calls for copper instead of lapis lazuli. Recipe Books & Scrolls:
The Apprentice Blueprints 0.001 recipe scroll now has a slightly better progression for new tinkerers. The recipes inside the blueprint pack were all slightly reduced in level so that new tinkerers will have a recipe to create that doesn't start out at 'Very Hard'.
The recipe for Minor Lucid will now properly show up in the level 4 artisan books instead of the level 3 books.
Woodworker Essentials volume 24 now contains recipes for cold, disease, divine, magic, poison and mental imbued ash wands.
Advanced Woodworker volume 25 now contains recipes for disease, divine, heat and magic imbued fir wands. Writs:
The 59 jeweler normal & rush order writs 'My Precious!' now display the proper icon for the nacre orb.
Woodworker tradeskill writs which previously called for 150 arrows or thrown items now call for 600. This is the same number of pristine combines as before the recipe change. Where applicable, the writs also reflect the correct new name of the arrow type (broadhead or field point).
Woodworker tradeskill rush-order writs which previously called for 75 arrows or thrown items now call for 300. This is the same number of pristine combines as before the recipe change. Where applicable, the writs also reflect the correct new name of the arrow type (broadhead or field point).
Fixed a typo in the 'A Little Rusty' & 'A Little Rusty (Rush Order)' tradeskill writs.


*** Zones ***
Butcherblock:
Dragoon V'Riv is no longer charmable.
Crushbone Keep:
Players should no longer become stuck behind the flour sacks at location 32, -1, -41 in Crushbone Keep (no matter their size).
Crypt of

Thaen:
T’Rath the Usurper is no longer charmable.
     Crypt of Valdoon:
Players that go linkdead in the Crypt of Valdoon will no longer zone into Loping Plains when logging back in.


Emerald Halls:
The Ancient Grovebeast in Emerald Halls will no longer make an untimely exit.
Rare Tradeskill recipes can now be found in Emerald Halls.


Freethinker Hideout:
Malkonis D'Morte will no longer abide cowardly behavior.


Kaladim:
Kaladim ring events have had their termination timers removed.
Laboratory of Lord Vyemm:
Uustalastus Xiterrax in the Laboratory of Lord Vyemm should no longer become stuck with both absorption shields up at the same time.


Lesser Faydark:
A nasty werewolf spawn has been moved further away from a revival point in Lesser Faydark in order to avoid ... unfortunate accidents.


Mistmoore Castle:
Fixed an issue causing certain vampires in Mistmoore Castle to reaggro on you if you zoned out and back in.
Mistmore Catacombs:
Werewolves in Mistmoore Catacombs should now drop corpse loot.


Pillars of Flame:
Foresting in the Pillars of Flame will return the correct number of items gathered to the chat box.
Solusek's Eye:
Members of the Drednever Expedition in Solusek's Eye should no longer attack pets.


Steamfont Mountains:
Adventurers can now sell their loot to the Bloomhedge sisters and Lola Punwicket in the Steamfont Mountains.


The Caves:
The creature dens in the Qeynos caves no longer report incorrect text about the object lessening to the chat box.
Thundering Steppes:
Elowys Laceleaf in Thundering Steppes should have quest icons now.



*** PVP ***

You can no longer charm a mob that is fighting a player if you are not grouped with them.
Various crafted poison should now have proper chat window notification when used against players in PvP combat.
In level limited zones, players will no longer be able to heal those outside their level range unless they are grouped together.
Level ranges for the zone will now also display in chat when you zone and within the map window.
The stun effect from Rain Caller has been reduced to 1 second in PvP combat.
A number of spells such as Spores will no longer trigger when you are attacked by a player unless you engage the player that attacked you. This will prevent these spells from inadvertently limiting your ability to zone in PvP.
  *** Classes & General Combat*** Dirge:
Increased weapon autoattack damage to match Rogue tables.
Troubador:
Increased weapon autoattack damage to match Rogue tables.
Guardian:
Increased weapon autoattack damage to match all other Fighters tables.
Paladin:
Increased weapon autoattack damage to match all other Fighters tables.


*** Poisons ***
Increased other poison damage to better compete with Caustic Poisons.
Hemotoxin - Increased tick count from 5 to 7. Damage per tick and total duration remain unchanged.
Vitality - Small increase in damage.



*** Pets ***

Pets will no longer run in-place on boats.
All pet commands from Entertainment pet spells have been removed.
Pets will no longer display in the tracking window.
Tinkered temporary pets should no longer fail to cast when the last charge is used.


*** UI ***

More items should be interactive with your default mouse click action without having to use the context menu, such as the pillars for the Intercepting Stones quest.
Bag Windows are now resizable, re-shapeable, and now have options to modify the icon size and padding.
If you use an Escape ability with a quest reward window showing, the reward will appear again after the zoning screen closes.
Switching between ProfitUI and Default should no longer cause false version warnings.
The recipe examine and tooltip text now contains the minimum and maximum number of items created.
Chat command history will now persist between client sessions.
You will no longer see "YOUR <spell> heals YOURSELF..."  YOURSELF has been replaced by YOU.
Questgivers that have a different faction than you do should no longer incorrectly show a quest icon above their head.
When loading a set of hotkeys, any items that were in the hotbar when the configuration was saved will now load properly.
You can now change the channel numbers in game using /setchannelnumber <old channel number > <new channel number >.  You must /camp out to save the settings, /exit or /quit may not save your changes.
Equipment slots that are blocked due to adornments are now shown grayed-out in the tooltip and examine window.
While using the broker, when you click on the 'Advanced Search' button the cursor focus should automatically jump to the 'Advanced Search' window.
Examine info for items with castable abilities will now show any health or power requirements to use them.
NPCs that change names will now update the target window if they are targeted when the name change occurs.
When someone uses /afk <message>, their response text when receiving a /tell will be “I am away from the keyboard, <message>” instead of just “<message>”
The tooltip of the “replenish” button now shows the remaining quantity and price instead of max stack size.
Items in the interior customization window of your home will sort correctly by price.
Several windows will now  reset their filters when closed or after zoning.
UI Authors: The embedded browser used for the petition window is available for your custom use.  You can use /browser to open a URL directly like this: /browser forums.station.sony.com/eq2
More polish, aisle 5.

Popped in to level my entertainer up yesterday.  (I've always wanted to be fotm ;) )

What a truly surreal experience.

Got into a group with a 40, a 34 and an 87. Me, I was an uber lvl 9.

Pretty rapidly churned through levels 9 - 14 then dropped back to 12. A little while later noticed I was getting 500+ xp per flourish and was once again chewing through the levels like a rotweiler in a steak factory. Hit 19, dropped back to 17. Stuck with it till I hit 21 (can wear armour) and then logged for the night.

 

Now, even I could tell there was something wrong, so not too surprised to see a dev post confirming this was a 'display bug' and that things would be dealt with soon.

But come on, this is totally ridiculous. How on earth did a bug like this get through test? Probably down to everyone having access to the frogs and not having to level normally.  If it was reported on test (and I suspect it may have been but who knows) why was it left 'unresolved'.

I'm not expecting to still be a 21 when I log in, but will i get the XP for the time I spent on my toon?  Who knows...

Guess it's one way to keep us logging in and wondering what else is new, but hey.. 

And so the circle is complete...

Like many of you I've been playing SWG long enough to remember the old Comp War days. For those of you who are newer round these parts, this refers to a time in the far, far distant past when your viability in PvP depended on your having a set of capped or near capped composite armour (yeah, once upon a time that was sought after kit) and the buffs to make it wearable.

So, am surfing the oForums, well, cludging my way through the rats nest of really ugly forum 'functionality', and reading up on the new entertainer buffs, how server after server is getting it's 100% experimentation on layers, etc and thinking "Yep,  it's taken almost two years, but we're back where we started".

Wandered into the game for a little enquiry and yep, there's the buff addicts looking for the best combo, the armour fetishists trying to track down the AS who will make "THE" suit and a few random chefs offering food and drink buffs.  I'm guessing there are WS looking to hit caps on weapons and did spot a couple of posts about +35 modifiers for gear.

I'm a bit confuse.

If it was so bad, in the Comp Wars, that they gave us the CU, then a pile of 'rebalancing' and then the NGE, why are we back here again? How long will people be happy about it? Till somebody finds the best combo and then their secret leaks out? Immediately followed by a rush for everyone to get the same and we're all stagnating again?

Then again what IS the answer?  It's a proven fact (and yeah, if you are really that interested I can give you a note of the relevant papers) that people will always look for the most effective route to the reward. "The shortest route to the loot".  We're hunter gatherers, we pattern match and have deductive reasoning. It's what we do best. FSVO best, of course.

In game terms, no matter what mechanics the devs use, the players will always find a way to get the max performance and then that solution will, deliberately or otherwise, propagate out to the rest of the population.  So that leaves the devs in the position where they are going to have to start 'tweaking' again and that'll introduce, or shift, imbalances, which in turn will lead to cries of 'nerf!'. Either pro or anti nerf. And then, because it's really difficult to balance a body when it's in motion, especially if you are acting externally on it, we'll see amplification of the problems till we end up right back where we started once again.

 
Funny old world, innit?

 

Eat Fae Steel Orc Scum...

Well, I found myself out and about in Greater Faydark the other evening as I'd headed over to take part in / watch a GM event there.

Some of the EQII player guides were holding a "Dating Game" style event to celebrate Erollisi Day. Much fun was had by all and it was interesting to see the difference between a SWG live event and an EQII one.  To be honest, both have good points that score over each other and I'd be hard pressed to say which would "win" if they were stacked up back to back.

Interesting to see the player guides though. Something we've been told is 'impossible' to have in SWG. Hmm...   I dunno, if junior school kids can organise classroom monitors and prefects, I fail to see why a sane, mature community like SWG players could be a problem.. ;)

Anyway, after the event I headed out to do some city faction missions and earn a bit of SP for the guild. Nice simple case of getting the mission, heading out to the orc settlement, kicking some UGLY butt, heading back, getting another mission and heading out again. For some reason, personally I blame a lack of caffeine and sugar, I hadn't gone round the other NPC guilds in the city to get their missions so was only pulling in 120SP per trip.  Next morning I was more with it, headed to the scout, mage, priest and warrior guilds, loaded up on Orc bounties and went on a killing spree :)

Each trip was earning just shy of 500SP and it didn't take long to get the ding taking the guild to lvl4.  We're going to get to ten yet! And I WILL have a pony! 

So, back to SWG land for a while. Took my ranger (now an non-factionally aligned officer as I fancied a change) out into the depths of Tatooine to go looking for a couple of landmark features to do screenies at later. Am half heartedly scouting out locations for a FRAP video at some point.  Popped over to Valcyn and wandered round Starhaven for a bit. Nice job on the recording studio and it was nice to see known names on some of the buildings, but of course, being on at UK daytime there were no people around.

Then again, even on the EU servers it felt really quiet and the whole 'vibe' of the game has totally changed.  I think the biggest problem I was finding is that none of my toons, with the possible exception of the entertainers, have any 'function' and, while hanging out in a group and chatting is nice,  I want a damned sight more from a game than an overglorified chatroom.

A VERY short visit over to Vanguard convinced me of two things, one, the grind there is slow but do-able and way better if you can get in a decent group, and two, it looks bloody awful when I run it on low graphics settings as my PC freaks out on the higher settings.  Ah well, that'll be the project for the summer :) Building A Vanguard Machine!

Meanwhile, it's back to EQII for me.

Hail! I'm a Barbarian from the North. I have Ale and I have Pie, What else could I need?

 

Damn, then orcs was tough...

Scions of Swig made a brave foray into the lands of Zek last night, only dying a few times (yay for massive mitigation and DPS).

When you zone into Zek you are on the edge of the harbour with just a short spit of beach before the sea and  the scary assed seaweed monsters that will rush out and will kill you just for the fun of it. I know this as I zoned in, looked around, thoguht "ooh, just gained some AP" and started to allocate the new Achievement Point... then realised I was getting pummeled by something that was hurting me.

As any sane barbarian would do, I ran.. all of 20 feet before being rooted to the spot and killed. No worries, just had my kit repaired, I can stomach a 10% loss of effectiveness... Yeah, till I got cocky and stood too near the edge of the pier while killing kelp horrors (the aforementioned scary assed seaweed beasties) and, well, fell in the water.

 I died.

Spawned back at the start of the pier, on the beach, near the water. Ran... stopped to buff then realised I SHOULD have checked behind me as, yep, scary assed seaweed...

 I died.

Problem. The spawn point is right on the foreshore and, I think this is what happened, the game won't let you spawn if there's something aggro where you are about to load in. So I was stuck out in limbo.  I switched to another toon, zoned in and there's my dead 'zerker lying face down on the beach with a kelp horror sat on his head.

 It eventually wandered off, distracted by two gnomes who had just stopped by to do some sightseeing. "Oh look Sprocket, some rough warrior types, let's go run and join them in their raid..." "Yes, let's that sounds jolly good fun..."

SPLAT

Sharks, seaweed, the local guards, two passing circus performers and a troll jumped on their heads and stomped them thru the pier...  OK, maybe not, but they did draw the kelp horror off my dead ass and I was able to rez.

Despite these set backs I'd managed to kill enough of the locals to get a third of the way through my level and figured another hour should see me ding 33.  A couple of elves from SoS came over and we set off into the battle scarred lands beyond the big fence.

Much merry slaughter, looting and levelling went on and a jolly time was had. Well, by me at least :)

Already I'm looking forward to getting back out there and splattering some orc miners for SP. Then I need to go exploring, some thistle beds I must find...

 



 

ADILO* an In Concept SWG toon...

Up before the morning suns rise  over the Western Dune Sea, Apro Pos heads to the main dairy herds compound to gather milk from the nerfs. 

She is dressed simply in a style that can only be described as Lars Chic.  A plain smocked skirt and a warm sweater, big heavy boots and a skinning knife that hangs form the utility belt round her waist. The garments all give +20 to Husbandry** and she also gains a further 10% to all stats after watching an Inspiring HoloVid purchased last week from some travelling Entertainers.

The nerfs are skittish, lowing nervously as Apro approaches but soon settling down as she scatters SynthiGrain from the hopper in the compound onto their feeding platform.  As they calm down and begin to eat the Provisioner crafted animal food she taps /milk into the command line of her UI.  Slowly but surely the milk harvest begins to trickle in to her inventory. 

As the last nerf is /milked dry, Apro draws off a small biosample from the beast that gave the heaviest yield. She can sell that biosample on to a local Genetic Engineer or possibly trade it for a new Attack Nuna. 

Apro accesses her datapad and summons a small MSE droid. It has been crafted with a torage module and a harvesting module that is programmed to collect nerf droppings. These are taken out to the compost heaps where large flabby mushrooms (Phyto. Heliosii - The Dull Sun Cap)  grow.  The compost itself is used as a growing medium for Apro's favourite crop, the Great Tatooine Pumkin (Pumkin Thunderheartii or "Forum Bladder") which are in great demand both from Provisioners who use them to make Pumkin Pies and from Architects who can fashion them into rudimentary housings for lamps, lanterns and housing for small creatures.

As the Tatooine sky  lightens and the twin suns crawl lazily away from the horizon Apro takes a small bag of compost, digs a hole, drops the compost in, plants a seed and then covers the seed with fresh dirt. This process is repeated over and over, for hours on end, until eventually the whole garden is planted up.  Once this is done Apro gains a few hundred XP points, noted on the green glowing bar at the bottom of her UI. Providing she keeps spreading manure and can also find sufficient water on the arid planet, she may, after approximately 32 days, be able to harvest a whole field load of shrub seedlings.

Shrub seedlings can be grown on in the same way as mushrooms and seeds and, after 32 days, may grow into fully developed shrubbery. This is in great demand from architect who use it to fashion indoor gardens, chefs who craft food buffs and smugglers who will sell it on as 'relaxing herbs'.

Of course, everything is not all rosy in the garden and, as noon comes, Apro has to head indoors away from the scorching heat, hoping as she goes that a dust storm doens't blow away the hand spun suncreens that shade her small fields.

Another hazard comes from misdirected TIE bomber raids as the Red Herrings clear abandoned structures or from damage caused by rampaging wild animals.  While Apro only has limited combat abilities she cah call on the local PvPers to clear the area of critters. The downside to this is that flamethrowers are not terribly accurate and her nerf herd may just as easily end up being BBQd.

As the fire goes out of the afternoon sun Apro looks cautiously out from her small domed house, checking  the horizon for marauding Tusken, wandering Akuan and the ever present thugs. Life on the edge of the Dune Sea is not for the faint hearted but Apro thanks the maker that, once, she was able to afford to have herself cloned at an NPC city med centre. Usually they manage to put her back together, but once she ended up with a pari of cybernetic legs that had come from a jawa engineer. The next time she cloned they were replaced by a pair of freshly grown, if slightly hairy, legs that resembled her own more closely.

In the evening Apro heads to the local town in the hopes of finding romance, company or some *** who will take the farm off her hands for a few thousand credits.  As she dances in the cantina, staring blankly into the distance as yet another chorus of StarWars1 grinds out of the novice ent group she can't help but wonder if this is all there is to life...

She remembers going to the communal holovid theatre, the big drive in at Toche Station, and watching this epic story of a young tatooine farm boy who took on the whole empire and won...  in her minds eye the opening text scrolls up, the music soars and a thousand nerfs fly effortlessly through space, firing pumkins and melons at the massive, hulking Dev Star...
 

 

 

*A Day In the Life Of...

** husbanding or husbandry. Effectively small scale subsistance farming, caring for animals and living like a serf. Has it's origins in the OE word bundi meaning a 'bound man' or, literally, a man tied to a property. 

Koster on... well, everything

Raph Koster posts a transcript of a talk to Project Horseshoe.

This is REALLY well worth a read and a hard think. 

Shameless Plug

I revamped one of my old HOWTO threads last week, bringing it up to date with the recent changes (though I've still to add in droid harvesting, but hey).

Anyway, well impressed, Virrago has picked it as one of his Picks of the Week :)

 

/em does Smiley Happy Dance 

 

By 'eck I'm easily pleased :) 

Nien Nunb Blogs!
Nien Nunb, or the puppetmaster Mike Quinn if you prefer, is now blogging over at starwars.com.   (Unabashed fanboi squee)

Views From The Cockpit


So, I needed these robes...
(moving this to my blog space as it seems more appropriate)


When we got the 2nd char slot / server option I decided to roll an FS toon.

I don't call him a jedi because he isn't. Not yet anyway.  He's just an Imperial pilot trying to do his duty but finding that he's developing some really odd skills.  He will eventually have to make a decision about his place in the world and his relationship to the Empire, but that's for later. Much, much later.

I've made a point of not grinding this character. What's the point really? Sure, if you *need* to get to 90 to PvP with your uber guildies, go for it. Me, I'm happy just tootling along, doing Legacy, doing Kash and, eventually, I'll get up to Mustyparts with him, but that's for later. Much, much later.

Now. I know that some folk have a bit of a bugbear about the presence of jedi in the game postNGE and feel that their profs got slaughtered. Let's not go there, I had a merry bunch of rangerly toons preNGE so can outwhine the best of yah ;)

BUT, I've just got to get this off my chest.

Jedi robes / armour gear...  what a crock of poo.  At lvl40 you can equip the Acolytes robes. Where do you get them? Uhm, off lvl50+ elite mobs in the Warren (couple of other places, but the Warren seems the best bet). Now a lvl40 "anything but jedi" can wreak havoc in their. I know. I've done it with my spies, officer, medic and BH. But a jedi? Hah... you spend a LOT of time resting up against the wall waiting for that incap timer to tick out.  Actually, at lvl40 you just die, end of story. Level 50 and you can about hold your own IF you pay attention to health, aggro and don't attract a pack of huurtons from the next room.

OK OK so I know the answer is 'get in a group and make sure they let you loot the robe' but even that is a pretty half assed situation. Come on, this isn't some 'status' item that you just want so you can have it, it's one of the items that you NEED in order to function.  It's like shifting the profession reward armour to a loot item that drops off an elite mob 10 levels above the level you can equip it at while preventing you from wearing any other armour item.  Imagine just how 'fun' BH or commmando would be if that was the case?  Especially when every eejit you group with manages to loot the blimmin' stuff and it's No Trade.

The ironic thing is  that my toon is now lvl52 and he's been getting some really nice jedi modded clothes out of the warren.  And the armour mods are significantly higher than the acolyte robes. With the CON boost they give he's better set up than if he wears his 'iconic' gear. 

Of course, that's as it should be as the stuff he's looting is 10+ levels above the robes, but c'mon, does it make any sense at all?

/sigh.

It makes me a sad, sad panda to see how out of balance things like the loot tables are.  Especially when we depend on them for items like this.  I know space loot is borked atm, so it's a bit the same.  Well, it would be IF you could only loot Tier3 weapons from Tier5 targets... ;)

Still. Worst case scenario? I respec him to spy, loot like a madman till the robes drop, then respec back, DON'T wear the robes except for posing about in town ;) by which time he'll be able to equip one of the new cloaks which of course you *can* buy on the bizarre for pennies.

I think I'm going to concentrate on getting him the ugliest outfit possible, just to be uber-iconic in shades of purple and lime green. Gack!
Oh Restuss - fan art


I picked up a poster of Roy Lichtenstein artwork this week and just had to have a go, lol.


The Ranger Credo
Back in the old days, early 05, when there were still rangers in the world, I wrote a post suggesting that they were in fact the true jedi (in a SW:G context). One ranger, Bethya, took that to heart and wrote a Rangers Benediction, I've lifted the text of my original credo from the benediction as, sadly, the forums seem to have eaten the original post.




The Ranger is at one with the worlds,
taking from it only what is necessary and wasting nothing.

The Ranger seeks good for all life around him,
knowing that nature is our provider and our partner.

The Ranger seeks no glory
but dwells with the unseen and neglected.

The Ranger always thinks first;
rash action brings swift justice on all.

The Ranger is a compass
and a pathfinder for the lost.

Ranger is not a profession,
It is a lifestyle.
More Posts Next page »