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#61
Website Fixes and Changes / "Yuri" is fixed and more frien...
Last post by Shadowwolf - April 18, 2014, 04:17:32 AM
The Twilight link chopper, a.k.a. "Yuri" is functional again and has also been newly revamped.

http://twg.im/

She can now:

- tell you stats on your links (hits, visitors per day, visitors per country)
- allow you to select a custom url
- password protect your link
- Geotargeting (redirect visitors to different other links based on country of origin)
- Account creation for easier link management
- Improved API using assigned tokens per user
- QR Code generation for each link
- Twitter and Google Account Logins

Guild members who want to make an account will have access to "premium" features like:

- Custom Splash Pages

Unfortunately the old URL links from old Yuri didnt all port over properly because this new system is so different. You can re-add your old links if you so wish.

Additionally, the guild forum account system is not yet tied into Yuri's new system. I hope to get that done sometime soon but at the moment no promises on timeline.

If you make an account on there and want access to the special stuff, let me know and ill make the necessary changes.
#62
Website Fixes and Changes / (4/15/14) - Forum Registration...
Last post by Shadowwolf - April 14, 2014, 11:16:42 PM
There was a problem with the forum registrations which was preventing new accounts from being made.

Without going into too much technical detail, on our server move the back end software which ran on the old server was a lot older than the software running on the new server and there was a minor issue of compatibility.

That has now been resolved and new signups should work as normal.
#63
Website Fixes and Changes / Heartbleed Bug / Please Change...
Last post by Shadowwolf - April 10, 2014, 02:55:40 AM
Hey all,

In case you were unaware, the web was hit with news of a serious SSL/Encryption hole this week called the Heartbleed Bug. Unfortunately this bug did affect the TW servers and there is evidence that the bug has existed for over 2 years despite being reported this week. That means that in the last 2 years, there is a possibility that people could have had account info like passwords stolen from the site despite having a secure connection.

The server is no longer vulnerable as of the very day of the bug report and I have revoked and re-issued the security certificate used to encrypt traffic. I would strongly urge EVERYONE to change passwords not only on the forum but on all of your accounts on the web, though you should check first if in fact the sites you visit are still vulnerable to this bug: http://filippo.io/Heartbleed/

If the site is still vulnerable, don't change your password on that site till the administrator of that site fixes the issue as it can still be compromised.
#65
Guild News and Updates / Server Move - Sunday March 23,...
Last post by Shadowwolf - March 20, 2014, 12:07:05 AM
Just a heads up everyone,

I will be moving the Twilight sites to a new server on Sunday. During this time the site will be down and no forum posts, signups, events, wiki edits, etc will be possible. If you visit the site and notice that things can be done, that means your ISP has updated the DNS records for the site and everything functions as normal. Should this move take longer than 24hrs for any of you, please contact me via Twitter (@shadowwolf_tw), in game, or on G+ (https://www.google.com/+ShadowWolf) and I'll work with you on a bypass till your ISP corrects the delay.

Thanks for the patience and understanding.
#66
Rants / WoD Proposed Healing Changes
Last post by Shadowwolf - March 07, 2014, 03:23:24 PM
So... I came across a tweet today sending me to this announcement:

http://us.battle.net/wow/en/blog/13183878/dev-watercooler-building-healthy-gameplay-3-7-2014

Basically the gist of it is they are going back to the healing model of early Cata. Because that worked OH SO WELL back then and resulted in so many people opting to play healers. Oh wait, no it didnt. It actually caused a healer shortage because the level of frustration for healers was astronomical and nothing we did worked to curb it till we got pristine gear and they reverted some of the changes.

Seriously sick and tired of these complete "revamps" of game mechanics with each expansion, especially when they arent really "revamps" but reversions to models of gameplay that didnt work and ended with people disliking the game.

Long story short these changes are being inspired due to PvP complaints of balancing and "impossible to kill", "OP" comments from hardcore pvp'ers. So essentially they are fucking up PvE gameplay to try and sate PvP gameplay. That has "never" ended badly in the years Ive played WoW...

I wish they would just stop and accept that PvP and PvE are 2 different games and that they can never harmoniously "balance" both with miracle changes.
#67
WoW News, Development & Bugs / Re: 90 Boosters
Last post by khader - March 03, 2014, 02:59:47 PM
I am planning to use the boost feature for a horde toon.  Having all alliance toons I dread the thought of leveling up a horde.   I might miss a little story but not enough for me to overcome the dread associated with leveling up from the start.  Plus it's kinda lonely leveling up as I found recently with my panda toon.

What i understand from the information blizzard shared, is boosted toons will get a basic set of level appropriate gear which will replace any existing gear.  existing gear is supposedly mailed to you if it was equipped.  for players without existing level 90 toons, boosted toons will have a limited set of abilities with new ones unlocking through a short introduction.  for players with existing level 90 toons, it's onward and upward straight away.  likely this will change dozens of times before release anyway so take it with a big grain of salt.

As to learning how to play a class or spec, I like the direction Blizzard is taking with proving grounds.  This is long overdue and hopefully leads to a successful feature.  Is it going to be perfect? No but seeing the effort to address this problem is encouraging.  As I noted leveling up recently was very lonely, would go hours and hours across multiple zones without seeing another player.  The leveling experience today is radically different from the release of the game or even the first couple of years so something like proving grounds is needed to help new players learn abilities, roles,  specs and classes.   While proving grounds are currently just max level, should be possible to use similar technology for new players to run low level dungeons or group quests while learning to play the game.
#68
Elder Scrolls Online / ESO Final Beta - My Review
Last post by Shadowwolf - March 03, 2014, 03:10:54 AM
So this past weekend was ESO's final (I think) beta before release. They have a set launch for April so considering thats only a month away, I dont see them really doing another beta test.

This weekend was basically what the finalized version of what ESO will be at release at least. As far as the plans after and content additions, etc, I have no clue. Ive played the beta since August of last year and I can say that the game has definitely come a long way in that time period. When I started it was limited to about 3-4 classes and about 3 races and now its all there.

Professions

We look at WoW and theres a limit to professions. You have your secondary ones like cooking, first aid, etc and then you get to pick 2 others. They can be any combination but typically to be self-sufficient and to generate income, one has to go a gather/craft route. For those with no interest in making things, gather/gather pays the best. In ESO you can do it all. Blacksmithing, Alchemy, Enchanting, everything. You can however use skill points (similar to talent points) to enhance those crafting skills of your choice in various ways. Bonuses to cooking, Blacksmithing, etc.

The research system I think is nice. There is no discovery by crafting but more of discovery of enhancements by researching items that have dropped for you that have various bonuses. Typically this research takes about 6 hours for each time you do it, but you can research all crafts simultaneously. This means you arent limited to one discovery per 24hr cool-down like with WoW. You are however more limited as you're having to rely on random drops, but with the shorter cooldown it somewhat makes up for that. Plus...the WoW discovery model is random too whereas the ESO method is more controlled by the player. You can pick and choose your research if you have the drops to do it with.

Social

The social aspect of ESO is odd. There are chat channels like WoW has and pretty much every other MMO does, but the navigation of the different methods of socialization are a little bulky and cumbersome at the moment. Im hopeful that it will improve over time, but by comparison WoW has a more streamlined communication setup which is based more on the old IRC methodology and ESO is trying to combine that with its own. Seeing a guild roster takes a few steps, inviting players the same, switching between group chat and guild and whispers, etc all a bit more cumbersome that I would like. In addition to that, the chat box vanishes after a few seconds. Basically if you missed a lot of messages and convos in WoW, you are definitely going to miss a ton in ESO as it stands now. Unfortunately as far as I could tell, there is no way to change the fade out behavior or timeout of the chatbox at this time which is annoying. I like seeing it constantly so I can glance at it once I can divert my attention. To get it to re-appear you either need to see activity in it (guild, group, private message) or open your social window to see it which is annoying.

Even the guild invites, structure, and so on is a little odd. Admittedly, my only comparison is WoW, ive not played any MMO before WoW and ive dabbled in Rift and a few others briefly but so little time spent and so long ago I cant recall them to compare.

Koth and I also had some issues with quest phasing. We think we found the solution, but inviting someone to group and chasing them down kept us invisible to one another until one of us selected the "Transport to" option which brought us to the nearest transport shrine. Once we did that, we could see one another. Im thinking this might be a bug thats on the list for fixes, but I dont know for certain.

The nice thing is that a sort of "Battletag" system is already in place where you can communicate and message someone through their username. @Shadowwolf will work to message me on any character Im on, though I wasnt able to test this cross faction.

Guild wise you can be a member of multiple guilds at once. This one im torn on and not sure if itll be a good thing or a bad thing. I like that it gives folks options, but im not sure how well that will work out in the long term. It might also prove to be confusing with chatting in conversations in having to switch between each guild channel when you reply. I can see it becoming overwhelming quickly for many folks once the guilds get larger.

Economy/Storage

ESO has no Auction Houses. Thats right, no AH. No central point to go buy pots, mats, sell stuff, etc, between players. Once a guild reaches a certain size though you get access to a guild shop which allows guild members to sell items on it to other guild members. Being you can be a member of more than one guild, this is where that feature can become useful. The goal in ESO is to encourage face-to-face trading and selling of goods and items. Plus, theres the NPC vendors. I really dont know how good of an idea this will be in the long term but we shall see. I dont personally think its going to be good.

Gold is hard to come by at least at the start. Like WoW was years back, gold was hard to earn. If you had small bags then you were doubly screwed. In ESO its no different. There are vendor trash items to sell, but they come few and far between. Most items are needed for crafting, and since you can do all professions...space gets gobbled up very VERY quickly. You start out with 40 slot bags and can upgrade to 60 for 400g, but then the next upgrade jumps to 2000g. Bank space is just as costly. You start out with 30 bank slots, the first upgrade is 1000g and you only get 10 more slots.

Everything has a stack size limit at the moment of 100, which seems nice, but I can see it becoming problematic in the long term considering how many mats are needed for crafting. There are also a few bonuses to the bank/bag system in ESO in that any mats you put in your bank dont take up bag slots but can still be used at crafting stations without you having to pull them out beforehand. There is one "bonus" im not sure is such a good idea in that all chars on the same account share the same bank storage. Its nice because you dont have to mail to alts and whatnot, but...again...limited space for all that crafting stuff.

This system needs a big overhaul and improvement but if they offer housing like in Skyrim with closets and whatnot, then that will solve it easily. So far though I havent heard anything on that yet. There is much debate on it, its been in previous single player ES games, so I would imagine it might eventually make an appearance in ESO.

Interface / UI

The interface for ESO is...well...bulky. There is a lot of screens and options for your character and I cant really figure a way to make it any more streamlined than they have, and sadly it really isnt. Its hard to consolidate all that information in a short few screens. There is the option for addons so I would imagine that eventually people will come up with UI designs like they have for WoW but for the game, it works, its just something that takes adjustment.

Looting / Natural Resources

Looting is instanced to players. That means what you kill nets you a reward tailored for you. Its a social loot system that gives rewards if you participate on a kill. This means that the days of having people sit there and watch you struggle against a pack of mobs and die, then pulling a particular rare or something once youve fallen are over. People can jump in and assist and net a reward thus giving them an incentive to assist you in a kill unlike WoW which doesn't give an incentive encouraging anyone into helping and rather encourages selfish and asshole behavior in that respect. Its also a pain in the ass when someone decides to farm an area with a group and tags everything in an area and you're by your lonesome.

As far as natural resources go, they are server wide. This means people can run up and ninja them from you if you are fighting to clear to it. Same with loot chests.

Megaserver

We're getting used to this concept in WoW now with all the server merges going on. ESO uses a "Megaserver" concept where everyone who plays in North America will be on "1" server. In reality it isnt "1" server, but it gives the impression of being one server. This eliminates cross-realm nonsense and not being able to play w/ friends who are on another realm easily, etc because everyone is in the same spot. To keep population numbers in check and not overcrowd areas the server phases different areas into groups so only a handful of folks per group are in one area and not the entire server. This also means you might be in the same area as a fellow friend or guild member, but if you arent grouped, you might not be able to see one another.

Naming works a bit differently with this system and ESO gives the First/Last name option. This means people can have the same "last name" if they choose to establish virtual families. The only limitations are the naming guidelines of:


QuotePlayers can use more than one space in their character names. In fact, the current limit is a maximum of four hyphens, apostrophes, or spaces in total, so players can come up with all kinds of names, like Nh'yen the Ter-Grol. This should be especially convenient for players who want lore-based names for their Argonian or Khajiit!


You can of course have just 1 name, but thats going to be first come first served across the entire North American player base =P

PvP

I didnt play it, cant give any feedback. Plus...Im not usually a huge PvP fanatic as it is, once upon a time I was, but those days died out for me. When I do decide to experience it in ESO that might change and I could love it, but it will likely be some time for that day and most of you will probably experience it long before then for yourself.

Summary Thoughts

Its different. To me thats good. There are things that could be better, there are things that are awesome, but it isnt WoW nor do I think their goal is to try and make it WoW. It is like playing Skyrim or other ES games just in an online/never ending setting. There are similarities but if you go in playing it expecting it to be a "WoW Killer" or successor, its going to disappoint you. To me it shows a lot of promise and if they listen to the community and make right/good decisions in development, it will be a formidable alternative or even in addition to WoW.
#69
WoW News, Development & Bugs / Re: 90 Boosters
Last post by Shadowwolf - March 03, 2014, 01:48:55 AM
Well you can buy your way to the top at the moment, but 90 will be 10 levels from the top come the next expansion so its basically going to allow you to buy your way to MoP. It also doesnt give gear as far as Im aware, so that doesnt diminish it too badly.

It isnt going to do anything for helping people to learn the class anymore but then the game has become so neutered and homogenized that the game itself doesnt really teach people their class on the way up anyhow. With XP being given out like candy till around lvl 85, honestly I dont see this as that much of a "OH HELL NO!" moment.

If they make it so you can buy to 100 immediately at the release of WoD or even merely a few months after, yes...I would be pissed off about it.

Truthfully its not all that surprising to see considering everything Activision is touching these days is being turned into some monetizing system so this doesnt come as a shock.

I think it has its merits. People who've been away a while have the option of paying a fee to be able to almost jump right in and play with their friends again at least right now.

I do think it detracts from the game in the long term but there are SO many other things that do that, and SO many things that have been done to WoW for profit that have detracted from the original concept and allure of the game that this is just the latest one of many and likely not the last. Whats the point of having levels and the whole leveling process when the company sees fit to sell off maxing levels out (maxing atm) for a price? Kind of defeats the whole objective and spirit of these kids of games when you can just buy a bypass.
#70
WoW News, Development & Bugs / 90 Boosters
Last post by Raif - March 02, 2014, 06:35:35 PM
Booster

Giving the option to gain one toon up to 90 is debatable in my opinion. On one hand, as someone who had been away for a while it may be nice to jump right into it.
But it does diminish the HOURS and house I put into the game.

But to offer unlimited boosters for $60 a pop, geeze.
For the low low price of (not enough claws to count on my bear paws) $60 x 8 (8toons?) For $480 you too can basically buy your way to the top


Opinions?