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  • SOE Live 2013: The lore of EverQuest Next

    by 
    MJ Guthrie
    MJ Guthrie
    08.05.2013

    In the lead up to the big reveal for EverQuest Next, one note that gave a number of fans pause was that the world will be re-imagined for this iteration of the EverQuest franchise. The next Norrath will be familiar, but definitely not the same. But just how different is different? That question was on the lips of lore enthusiasts (who can most likely recite the entire history of the pantheon) and casual players (who've grown comfortable with their surroundings) alike. Thanks to SOE Live, we now have a partial answer to that very query. During a dedicated lore panel, attendees were treated to a Norrathian History 101 class. Those in attendance heard the philosophy behind the lore design of EQ Next as well as a sketch of the history leading up to the start of the game. And now you can benefit from the class notes!

  • Under Armour's E39 performance shirt is electric (video)

    by 
    Thomas Ricker
    Thomas Ricker
    02.28.2011

    If athletic events were accessorized with coffee, comfy pajamas, and a particular knack for sedentariness, well, we'd be champs. Alas, sports are more typically characterized by movement which, we're told, increases the participant's pulse, breathing, and likelihood of turning an arm into a tattooed sleeve. Nevertheless, we can't help but be intrigued by the Under Armour E39 ("E" for electric) compression shirt. The performance tee features a removable "bug" sensor equipped with a triaxial accelerometer, processor, and 2GB of storage flanked by additional monitors that measure the wearer's heart rate and breathing. A system provided by Zephyr can then analyze the athlete's individual movements and biometric data to help identify performance issues like when the body is moving out of sync thereby slowing down an athlete's linear speed. Scouts, coaches, and trainers can collect the data over Bluetooth from smartphones, tablets, or PCs to measure and potentially improve performance. An athlete measuring a low G-force for their particular sport could, for example, be put on a strength training regimen to help improve explosiveness. In the future, Under Armour sees the data being collected and analyzed in real-time allowing coaches to replace under performing players right on the field. The NFL has already equipped a handful of players with the E39 shirts during its annual Scouting Combine event -- the results of which you can see in the video after the break.

  • The Daily Grind: What features would you like to see combined?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    11.22.2009

    Some things don't go well together. Like peanut butter and soap, or open PvP in a neutral quest hub, or melee attacks for a spellcaster. On the other hand, there are some things that seem as if they'd go together so perfectly that it's a wonder it hasn't already been put into place. Final Fantasy XI's multiple jobs paired with the unique nature of Warhammer Online's classes, for instance. Or the skill-based approach of Guild Wars in a classless game such as Fallen Earth. Or Sword of the New World's multi-character system combined with, well, more or less anything. When you've played enough games, you start seeing how systems could be stapled together to produce something very different in the end, and possibly even something better than either system individually. What systems would you like to see combined? Would you want them to be in a current game, a new game, or in a sadly-deceased game that would have been uncommonly excellent with the two things put together? Or would you not even look at systems, and just like to port the engine of one game (such as the gameplay of City of Heroes) into a totally different setting?

  • The Daily Grind: Should crafting be risky?

    by 
    Krystalle Voecks
    Krystalle Voecks
    01.24.2008

    In certain MMOs like EverQuest II, you can whiff profession combines -- which is to say you can fail to craft an object if your skill isn't high enough. We've even heard tales of people bombing them so badly at the highest levels that they wind up nearly killing you on top of destroying pricey materials. In other games like World of Warcraft, your tradeskill combines are guaranteed to work every time. There's also no mechanic in "specialization" that opens up the ability to make slightly better gear than a non-specialized person -- in WoW, you either are able to do that tradeskill, or you aren't. Some of the hardcore crafters out there enjoy the element of risk for the trade-off of being able to make slightly better items if you've practiced that trade a lot. Others like the knowledge that you're guaranteed to make at least as good an item as everyone else with your expensive materials. This morning we'd like to ask you where you stand? Do you think that crafting should have an element of risk, wherein you can lose materials but may wind up with slightly better items on a particularly good combine? Or do you prefer the model that WoW uses, that guarantees that you'll wind up with an item, exactly the same as everyone else's item, without the fear of losing materials or taking damage?