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  • Blizzard: Gearing in Warlords of Draenor

    by 
    Sarah Pine
    Sarah Pine
    11.26.2013

    Along with the BlizzCon announcement of a new WoW expansion came, of course, a discussion of the way the game will be changing with that expansion. One of the most jarring changes will be the gear system -- and trying to wrap our heads around the way everything will work in the future has been a bit of an exercise. Never fear, fellow WoW players, it's Community Manager Crithto to the rescue in the forums today, with a long and detailed post going over exactly how (for the moment, at least) the developers are designing gear for Warlords of Draenor. This is a fascinating insight into the thought process behind the design, which strikes me as rather flowchart-like, in a good way. There are, in a sense, stat tiers within the design of each piece, meant to make our gear both more flexible and more customizable. Gear is divided into two categories: armor (head, shoulders, chest, legs, gloves, belt, boots, and bracers) and non-armor (weapons, rings, cloak, necklace, and trinkets). In general, armor pieces will have primary stats, and non-armor pieces will not, with the exception of weapons. As far as stats go, there are three types: primary, secondary, and tertiary. Primary stats can be one of three things: Strength, Agility, or Intellect. A gear piece's primary stat will change depending on your class and spec. In addition, all armor pieces will possess some value of Stamina and Armor, and that will not change depending on your stat. Secondary stats will not change based on your class or spec--they are fixed on an item. Secondary stats include things like Haste, Crit, Mastery, Spirit, and Bonus Armor. In addition, Blizzard is exploring new possibilities for secondary stats, for example, things like Readiness, Amplify, and Multi-Strike. These are still in development, and nothing is yet certain. Armor pieces (as listed above) will not possess Spirit or Bonus Armor. Non-armor pieces, however, can.

  • Facts and figures from Apple's October event

    by 
    Mike Wehner
    Mike Wehner
    10.22.2013

    Update (2 PM): Added Apple's numbers from the iPad section of the event Today at Apple's iPad event in San Francisco, CEO Tim Cook took the stage to reveal some facts and figures on how the company's products are performing -- some of which we already knew. Here's all the brag-worthy numbers: 9 million iPhones were sold on launch weekend (we knew that already) 200 million iOS devices were running iOS 7 after the first five days Today, two-thirds of all iDevices are running iOS 7 20 million users have tried iTunes Radio, listening to more than 1 billion songs Over 1 million apps are currently housed on the App Store, with over 60 billion downloads Apple has paid developers more than US$13 billion dollars 170 million iPads sold 81 percent of tablet usage is coming from iPads 475,000 iPad apps

  • Final Fantasy XIV tops 1 million unique logins, previews first patch

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    09.21.2013

    It might seem as if everyone is playing Final Fantasy XIV these days. In the most recent live Producer's Letter, Naoki Yoshida made it clear that while it's not everyone, the game has certainly attracted sizable numbers. Over one million unique logins have taken place since the launch, with an average of 617,000 unique daily logins and a concurrency peak of 344,000 users, which is pretty good when you take into account the game's troubled launch history. But the development team isn't focusing just on the past. The game's first patch is in the works; it's due to hit the live servers this year, and it contains a lot of extra content. Housing will be included, as will the game's first PvP arena and new extreme difficulty fights for each of the Primals. The patch will also include a new Primal fight against Good King Moogle Mog, hard modes for two dungeons, a new dungeon, daily quests, random matching rewards, a treasure hunting system... a lot of stuff, in other words. So maybe those million unique players are on to something. [Thanks to Scott for the tip]

  • EVE Evolved: Fitting Heavy Assault Cruisers in Odyssey 1.1

    by 
    Brendan Drain
    Brendan Drain
    09.08.2013

    The Odyssey 1.1 patch landed this week in EVE Online, introducing several highly requested PvP tweaks and overhauling all of the Command Ships and Heavy Assault Ships. Active shield boosters, armour repairers and medium-sized long range turrets all received sizable buffs, but it's the newly updated Heavy Assault Cruisers that really took my interest. They've historically been used as highly mobile damage-dealers for fleet warfare, but now each has been targeted at a specific combat niche. The Deimos is a brawler for small-scale gang warfare, the Ishtar is a heavy drone platform, the Cerberus turns frigates into molten poop, and the Eagle is... well, nobody can really figure out what to do with the Eagle yet. All of the HACs have been augmented with a new role bonus that reduces the signature radius penalty of activating a microwarpdrive by 50%. This may seem pretty weak, but in practice it makes the ships a lot more viable in PvP. Activating your microwarpdrive will normally increase your signature radius size by 500%, making you a hell of a lot easier to hit and increasing the damage you take from missiles. The speed boost will counteract this to some degree, but it takes a while to reach that speed, and you're very vulnerable in the interim. Reducing this to only 250% means you get all the defensive benefit of the speed increase without much of the vulnerability. In most cases, you'll actually take less damage with the microwarpdrive on than off. In this week's EVE Evolved, I put together PvP setups for the at the newly revamped Deimos, Ishtar, Cerberus, and Eagle Heavy Assault Cruisers.

  • New NBA stats deal will put motion tracking cameras in every arena

    by 
    Jon Fingas
    Jon Fingas
    09.07.2013

    The NBA faces a big challenge now that it offers all its player statistics to the public -- how does it generate stats that hold the interest of basketball fans? The league's solution is a multi-year agreement to use Stats LLC's SportVU motion tracking system in every arena (15 teams had already implemented the technology on their own). As of the 2013-14 season, every NBA arena will have a six-camera setup that creates a steady stream of player data based on ball possession, distance, proximity and speed. The NBA's website, NBA Game Time and NBA TV will all use the information to expand game stats beyond what we see today with heat maps and specific details on each possession. There's no telling how useful that extra knowledge will be, but we won't be shocked if it helps settle a few sports bar arguments. [Image credit: Rondo Estrello, Rondostar.com / Flickr]

  • Crowdfund Bookie Quarterly Report: Looks can be deceiving

    by 
    Mike Suszek
    Mike Suszek
    09.06.2013

    The Crowdfund Bookie crunches data from select successful Kickstarter and Indiegogo campaigns that ended during the week and produces pretty charts for you to look at. Crowdfunding platforms like Indiegogo and Kickstarter are golden tickets to over $100,000. At least, that's what one might surmise when looking at the results from projects tracked during the months of June through August. A total of $11,371,468 funded 84 projects during the quarter, and while that averages out to $135,375 earned per project, the numbers are painting a skewed picture, one more positive than the truth. As discussed in August's report, there are times in which extreme samples from top earners like Hex and Massive Chalice can skew the resulting numbers, affecting our perception of how evenly spread these monthly totals are. The mean average of funding for projects in the last quarter is $135,375, but the median, or middle data point in the set, is $27,753. Analyzing both the mean and median averages indicates that the data is positively skewed, being severely affected by a few projects that made millions of dollars. It tells us that crowdfunded projects may truly earn less on average than at first glance. It might also tell future project creators that aiming for the mean average as a funding goal may be projecting their earnings too high, based on recent history. This translates to the average pledge per person as well. The mean average pledge per person in the quarter's projects is $50.59, while the median is $32.35. This indicates that your average crowdfunding backer probably spent closer to $32 than $50 on any given project. Millions of dollars didn't just fund 84 games in this quarter of the year either, as $6,046,567 of that money was beyond the combined crowdfunding goals of the projects. That means 53.17 percent of money pledged to successful crowdfunding initiatives between June and August was in excess, funding additional content and reaching stretch goals for additional platform support. Still, crowdfunders looking to earn hundreds of thousands of dollars from their video game project should be better prepared to earn closer to $20,000, and would be wise to adjust their goals accordingly. This is just our first quarter of tracking crowdfunding trends, so expect more analysis as the year continues. Head past the break to see the quarter's top ten projects, its breakdown by genre and pretty charts with the results from the last three months.

  • Gartner: Android gained five percent at the expense of iOS in Q2, Samsung jumped 9 percent

    by 
    Steve Dent
    Steve Dent
    08.14.2013

    As smartphone sales stayed well ahead of feature phones with 225 million sold in Q2 2013, Android was by far the greatest beneficiary, according to stat analyst Gartner. That OS lept from a 74.4 percent share in Q1 2013 to 79 percent, while iOS declined sharply from 18.2 to 14.2 percent. Samsung helped that along by moving 6.4 million more smartphones this quarter than last, while Apple sold 6.6 million less over Q1 2013. Of course, Samsung has a wide range of inexpensive devices that still fall into the "smart" category, which may explain why Apple is rumored to be launching a more budget-oriented iPhone. Meanwhile, there's further evidence of a BlackBerry decline (as if more were needed), as Gartner's stats now have Microsoft's Windows Phone well ahead. Last quarter, BlackBerry's OS share was larger by a hair, but Redmond's OSes gained significantly in Q2 with a 3.3 percent share compared to 2.7 percent for Waterloo. Another notable stat had Lenovo elbowing Huawei and ZTE down the chart for a fourth place finish in smartphone sales -- quite a feat, considering that unlike its rivals, Lenovo sells almost all its handsets in China.

  • Apple hits three-year low in smartphone marketshare, shipment figures reveal

    by 
    Alexis Santos
    Alexis Santos
    07.26.2013

    Fresh reports on the state of the cellphone market during Q2 2013 have blown through the barn door, and industry analysts are flaunting some fairly impressive figures. Smartphones have outsold their less-intelligent brethren for the second quarter in a row, and Strategy Analytics says shipments hit a record-breaking 237.9 million. According to IDC, Samsung managed to ship a total of 72.4 million smartphones during Q2 -- a 43.9% boost year-over-year -- with help of the Galaxy S 4 and price cuts to the GS3. To put that in perspective, that's more than double the 31.2 million iPhones Apple managed to ship, and Strategy Analytics claims this marks a three-year low in Cook and Co.'s marketshare. While LG and ZTE each occupy third and fifth place, respectively, Lenovo pushed Huawei out of the number four slot by sending out 11.3 million handsets. If you're craving for more stats, hit the break for a trio of press releases.

  • MechWarrior Online runs the numbers and announces a launch date

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    07.03.2013

    There are a lot of people stomping around in MechWarrior Online right now. More than one million, according to a recent dispatch by Piranha Games, which puts the total number of registered accounts at about 1.1 million. These players have collectively logged 9.6 million hours to the game, destroyed a total of 46 million 'Mechs consisting of 80 billion tons of metal, and fired more than 12.6 billion missiles alone. It's a bit of a violent game, in short. It's also a game about to finally shed the open beta title. Piranha Games has announced an official launch of September 17th, 2013. How much will actually change versus the current open beta is up for debate, but it's good to see a game fixing a launch date and sticking to it. So if you're a die-hard MechWarrior Online fan, get out there and start raising those destructive totals one 50-ton target at a time. [Source: Piranha Games press release]

  • The Daily Grind: How stat-heavy do you like your game mechanics?

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    06.22.2013

    Playing Allods Online, you will not find yourself simply raising one stat even if all you do is swing a weapon at something. See, there's one stat that increases your overall damage, another stat that improves the range of that damage (so you're more likely to hit for a higher number rather than a lower one), and a few other stats that also affect something as simple as "how hard do I hit." It's not simple by any means, but it does provide an interesting dynamic wherein your primary stat isn't all that high, and you hit for astonishingly consistent amounts. Is that a good thing? Well, some players will be quick to point out that the game is doing with four stats what could really be done with one. Others like to have that amount of fine control over a character. So today we ask: How stat-heavy do you like your game mechanics? Do you want even the simplest character to be looking at seven or eight different numbers at all times, or are you happiest when you've got a choice between three stats at most? Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

  • Early Mac Pro benchmarks show major speed increase

    by 
    Mike Schramm
    Mike Schramm
    06.20.2013

    The new Mac Pro isn't supposed to launch until later on this year, but Geekbench has nabbed a new set of benchmarking tests which appear to be from the new machine itself. The computer is labeled as "AAPLJ90,1" in the report, which seems strange, considering that a retail build would probably be listed as "MacPro6,1." But perhaps that "J90" is a code name of some sort, suggesting a pre-release build. The machine in question is running a 12-core processor, and 64 GB (!) of RAM, along with a pre-release build (Build 13A2054) of OS X 10.9, which we now know as OS X Mavericks. The motherboard ID also matches one known to be in the new Mac Pro, so it's likely this set of benchmark results is legit, though it might not match up to a final release of the machine. And what's the verdict? It's fast, of course. Significantly faster, in places, than a current 2012 Mac Pro build. Of course, Apple bragged during WWDC 2013 that the latest model would be "up to 2X faster" than previous Mac Pros. While that might be true for some applications, this machine doesn't meet that figure consistently. Still, considering this is probably an early version that's less than fully optimized, there's no doubt at all that the new Mac Pro will be a very slick machine indeed. [Via MacRumors]

  • Facebook reveals government data request numbers, is first to include national security stats

    by 
    Richard Lawler
    Richard Lawler
    06.14.2013

    Facebook lawyer Ted Ullyot revealed in a post tonight precisely how many user-data requests it receives from government entities, and that it's negotiated the ability to include national security-related (FISA and National Security Letters) inquiries in the report. Until now, the companies that receive such requests, whether through the recently uncovered PRISM program or not, have not been able to say anything about them, or report how many there are. Still, the stats it's able to release aren't specific, and include all requests from the last six months in a range, said to be between 9,000 and 10,000, covering between 18,000 and 19,000 accounts. We still have no official reports on what those inquiries cover, how wide reaching a single one can be or what information has been passed along. Facebook however, is quick to point out that these cover "only a tiny fraction of one percent" of its 1.1 billion active user accounts. Along with Microsoft and Google, Facebook has publicly petitioned the government to let it be more transparent about the size and scope of the requests it receives, and Reuters reports tonight that "several" internet companies have struck an agreement to do so. Expect more reports to arrive soon in similar formats, however Ullyot states Facebook will continue to push the government to be "as transparent as possible." For the six months ending December 31, 2012, the total number of user-data requests Facebook received from any and all government entities in the U.S. (including local, state, and federal, and including criminal and national security-related requests) – was between 9,000 and 10,000. These requests run the gamut – from things like a local sheriff trying to find a missing child, to a federal marshal tracking a fugitive, to a police department investigating an assault, to a national security official investigating a terrorist threat. The total number of Facebook user accounts for which data was requested pursuant to the entirety of those 9-10 thousand requests was between 18,000 and 19,000 accounts.

  • Totem Talk: The Spirit of Restoration

    by 
    Joe Perez
    Joe Perez
    06.04.2013

    Every week, WoW Insider brings you Totem Talk for elemental, enhancement and restoration shaman. Want to be a sultan of swing healing? A champion of Chain Heal? Totem Talk: Restoration, brought to you by Joe Perez (otherwise known as Lodur from World of Matticus and content creation at InternetDragons.TV), shows you how No matter what expansion, and regardless of the level of content you're doing, one of the things that comes up regularly as a topic of discussion is Spirit. A stat that took over for MP5 as the hot regen item, and rose to even more prominence and popularity among healers with the announcement of fixed mana pools. It is something that has a presence you will always feel and will never be able to escape. This isn't a bad thing mind you, but it sparks conversations and discussion about how much Spirit you need. What is the right amount? How much is too much? Is there such a thing as too much? Is it worth it at the expense of other stats? I know that many of the fine folks I talk to have had plenty to say on the topic recently, which lead me to today's post.

  • The After Math: Internet trends, Apple TVs and Samsung's Finnish triumph

    by 
    Christopher Trout
    Christopher Trout
    06.02.2013

    Welcome to The After Math, where we attempt to summarize this week's tech news through numbers, decimal places and percentages. The launch of the Xbox One may be behind us, but we still have plenty of numbers to crunch. Speaking of ones, this week we saw a record-setting auction for an old Apple 1, a multi-tabbed refresh of our inbox and the release of Mary Meeker's annual Internet Trends Report. Add to that some big names taking the stage at D11, an anti-graffiti drone and a rather bizarre-looking harp, and you have this week's After Math. Join us after the break for the digits.

  • The Soapbox: Diablo III's auction house ruined the game

    by 
    Brendan Drain
    Brendan Drain
    05.21.2013

    After his departure from the Diablo III development team, Game Director Jay Wilson released a statement that the introduction of an auction house "really hurt the game." While players predicted doom the moment the Real Money Auction House was announced, Jay argued that the gold auction house was equally to blame for the game's fall from grace following its absolutely stellar launch sales. I don't normally agree with what Jay has to say on Diablo III, but in this case he does have a very valid point. Diablo II was consistently popular for over a decade thanks to its immense replayability. At its core, D2 was a game about building new characters and gearing them up by any means necessary. Every enemy in the game was a loot pinata just waiting to be popped, and players farmed endlessly for a few sought-after unique items. You almost never found an item that was ideal for your particular class and build, but you could usually trade for what you needed via trade channels and forums. Blizzard claimed that the auction house was intended just to streamline this process, but when Diablo III launched, it was clear that the entire game had been designed to make the auction house almost necessary for progress. The fault here lies not just with the concept of an auction house but with the game designers. That's right: I'm here to argue not only that Jay Wilson was right about the auction house ruining Diablo III but also that it was his own damn fault.

  • The Art of Wushu: Understanding the Meridian System

    by 
    Patrick Mackey
    Patrick Mackey
    05.08.2013

    Age of Wushu is not the most accessible game. It is full of confusing systems that are hard to decipher, and a large part of the "skill" in the game is being able to wade through the mess of gameplay elements and produce an optimized character. Meridians are one more extremely confusing system to handle. There are nine meridian lines, advanced characters can activate four of them, and even training them at all is pretty confusing. Training the correct ones adds another layer of complexity to an already confusing game. I'm not a huge fan of the system -- it causes a number of metagame problems, particularly due to the increased HP inherent to everyone who trains a meridian line. However, it's there and we have to make the best use of it. How do we do that? Read on!

  • Android metrics show Jelly Bean adoption overtaking Ice Cream Sandwich

    by 
    Jon Fingas
    Jon Fingas
    05.01.2013

    Google's big shake-up of Android version metrics has already given us a better understanding of where the platform's active users truly stand. Now that we're a month into the new methodology, we have a good sense of where those users are going -- and they're moving to Jelly Bean in droves. Android 4.1 and 4.2 combined grew to represent 28.4 percent of regular usage, or enough to finally overtake Ice Cream Sandwich at 27.5 percent. Not surprisingly, the transition to the newer OS involved a balanced mix of users either upgrading from ICS (down by 1.8 percent) or transitioning from devices running Gingerbread or earlier (down 1.7 percent). It will be a long while before Jelly Bean becomes the dominant platform, if it ever does, but we're not expecting a slowdown in adoption when flagships like the Galaxy S 4 and One are luring many of us into an upgrade.

  • Tekken Card Tournament crests 1 million downloads, celebrates with discounts

    by 
    Jordan Mallory
    Jordan Mallory
    04.12.2013

    Tekken Card Tournament was downloaded over a million times (in aggregate) within the first four days of its availability on the App Store, Google Play and Amazon's Appstore for Android, Namco Bandai has announced. That's not counting however many people played the game directly in their browser, either.To signify the occasion, Namco Bandai has enacted a 48 hour, 30 percent off sale for all in-game booster packs, as of 11 a.m. Eastern this morning. Do note: this discount applies to the packs of cards themselves, which must be purchased using in-game currency. The purchase price of the in-game currency itself, however, has not been discounted, though you'll still get more for your credits while the sale is in effect.You can always earn credits by winning matches and stuff too, but who has time for that in this modern age?

  • The Art of Wushu: The right stats for each style

    by 
    Patrick Mackey
    Patrick Mackey
    03.27.2013

    There are a few questions I answer on a very regular basis in Age of Wushu. "How do you make money?" is a pretty common question, but I think we've answered that. "Can you annotate my book?" happens rather frequently, too. However, the most common question I answer is "what stats should I get?" The answer for this question is anything but simple, and I end up spending hours explaining it to individuals. If I went back through my chat logs, I could probably fill this entire column just by copy-pasting because I've answered this question so many times. For the first time, this information will be available as a public resource. Instead of spending hours of my time explaining it to people, I can just link it! Even if you think you know what you're doing with your stats, this is a must-read.

  • Square Enix dishes some Tomb Raider stats

    by 
    Mike Suszek
    Mike Suszek
    03.17.2013

    Square Enix recently shared some interesting stats it gathered on the way gamers are playing Tomb Raider. As of the developer's posting, players have killed 5,294,879 deer and 1,417,750 crabs.Lara Croft has narrowly avoided death 13,742,891 times and has dodged the attacks of 11,067,764 enemies, killing 147,675,058 enemies with a bow. Roughly 13.95 percent of those kills were with fire arrows (20,601,083 to be exact). Keeping with the game's namesake, Croft has also raided 3,570,956 tombs in total. That's a lot of tombs.