Daedelus

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  • Guinness World Records

    The guy who built his own Iron Man suit now has a Guinness record

    by 
    Mallory Locklear
    Mallory Locklear
    11.10.2017

    Remember that guy who built a homemade Iron Man suit? Well, with the help of his arm-strapped, gas-powered turbine engines, he just earned himself a Guinness World Record title. As The Mirror reports, Richard Browning and Daedalus (the name of his suit) reached flying speeds of 32.02 mph and Guinness awarded the feat with a title for the fastest speed in a body-controlled jet engine power suit. If you're wondering how many competitors there could possibly be in such a category, the answer is one. Browning is the first title holder.

  • Anthony Rubinstein/Red Bull

    Homemade 'Iron Man' suit requires a special kind of crazy

    by 
    Steve Dent
    Steve Dent
    03.31.2017

    Remember the, insane record-shattering flight of a jet-powered hoverboard? UK inventor Richard Browning thought that riding on top of a jet pack wasn't crazy enough, so he strapped six kerosene-powered microjets to his arms. That transformed him into a bargain store Iron Man, helping him get off the ground in what looks like the most dangerous way ever.

  • Hyperspace Beacon: SWTOR PvP solutions

    by 
    Larry Everett
    Larry Everett
    07.30.2013

    I will freely admit that I do not have all the answers. I also admit that I believe that BioWare is trying to change the face of PvP in Star Wars: The Old Republic. But I think it's safe to say that the vast majority of the efforts so far have failed to the point that I said it would be more worthwhile for the PvP team to just stop in its tracks. PvP needs a fundamental refocus almost from the ground up. If the team continues to build on the currently shoddy foundation, the whole game will fall under its own weight. Last week, I talked about some of these foundational issues, but I don't like presenting a problem without also representing possible solutions. But first, let's get an understanding of what players are looking for. I could present the things that I personally want, but that will help only those who play SWTOR for the same reasons I do. We wouldn't have 500,000-plus players in the game if everyone thought the same as I do. So let's take a quick look at player motivation before diving into the solutions.

  • Defining Playstyles: Beyond casual vs. hardcore

    by 
    Rich Maloy
    Rich Maloy
    08.31.2010

    In a recent Totem Talk post, I made a loot list for enhancement shamans that have access to ICC but are not progression raiders, because they are either alts or they are -- drum roll, please -- casual. That's right: I used the c-word without context. Casual. There, I said it again without context. Excuse me while I duck from the rotten vegetables being thrown in my direction. The use of that c-word in relation to an Icecrown Citadel loot list sparked a very interesting comment thread. Most comments were well thought-out, added value and furthered the discussion. Some were, to borrow Adam Savage's favorite term, vitriolic, because of my heinous misuse of the term "casual." I said it again without context. I'm just casually throwing around "casuals" here. Given the reaction that post received, I started doing some research into what exactly "casual" and "hardcore" actually mean. What I found was not surprising at all: They mean completely different things to absolutely everyone. The MMO population of players, across all games, is estimated at over 61 million people. There are as many variations on play time and playstyle as there are players in the game. Do you really think we can divide this many people simply into two groups of just casuals and hardcores? I think it's time we move beyond the polarizing definitions of casual and hardcore and come up with some definitions of our own.

  • Daedalus Project updated

    by 
    Allison Robert
    Allison Robert
    10.10.2008

    Nick Yee's excellent MMORPG survey and data site, the Daedalus Project, has been updated with new survey results on the following topics: Guild demographics: What influences players to choose certain guilds, how attached they become, the likelihood of their knowing guildies in real life, and how long they stay. What I find fascinating here is the graph displayed above -- 26% of surveyed players have been with their guild 2 years or more. Alex Ziebart mentioned the other day that his guild has been together so long across multiple games that guild chat's gone from talk of teenage dates to coaching expectant parents through morning sickness. I get the feeling that this is only going to become more common in long-haul games like Second Life and WoW. Character creation: How players choose characters, the elements of character selection they consider most important, and whether classes and races tend to be researched extensively before they're picked, or chosen based on impulse. Character class seems to matter to the most people; starting area the least.