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  • Behind the scenes look at US money printing factory

    by 
    Laura June Dziuban
    Laura June Dziuban
    07.02.2010

    Paper money... it's pretty cute, right? Like old fashioned pencils and other trinkets we don't really use anymore. Except, of course, we're still printing billions of dollars every year, and it's got to be made somewhere, right? Cnet's just gotten a behind the scenes look at the printing of the next generation $100 bill, and we have to say that what we're seeing is more than a little intriguing -- though it's also rather painful to see this much cash money in one place and know it'll never be ours. Hit up the source for the full story and more delicious photos of currency.

  • Boxee for iPhone, iPad and Android all but confirmed in Vindicia payment processing deal

    by 
    Darren Murph
    Darren Murph
    05.11.2010

    Oh sure, having Boxee nailed down to the desktop of your PC is fine and dandy, and that Boxee Box will ensure that the same experience is enjoyed by all who plant their fundament in front of your HDTV. But we all know what you're after -- lemon drops. And a mobile version of Boxee. In a post today by the company, it expressed outright joy in inking a deal with Vindicia in order to bring a payment processing solution to the platform; slated for implementation "by the end of the summer," this CashBox add-in would enable users to purchase "premium content" from Boxee's programming partners via credit card, gift card or PayPal. It's a vital step in Boxee finally finding a revenue stream (something it confessed to needing on a previous episode of The Engadget Show), and better still, "Vindicia's flexibility makes it possible for [Boxee] to enable payments on its website and across mobile platforms like the iPhone, Android and iPad." Yeah, those are the company's own words right there, and in case you still aren't believing your eyes, chew on one final quote: "Boxee's eventual expansion to these platforms will pave the way for universally accessible content no matter where a user is (we love this idea!)." Huzzah!

  • Officers' Quarters: Cataclysm's guild revamp -- guild currency

    by 
    Scott Andrews
    Scott Andrews
    10.19.2009

    Every Monday Scott Andrews contributes Officers' Quarters, a column about the ins and outs of guild leadership.After Blizzard's big announcement about how they plan to improve guilds in Cataclysm, I've been examining the changes in detail. First, I wrote about the lack of guild improvements over the years and how the expansion will, for better or worse, change WoW guilds forever. Then I speculated on possible leveling system options, guild talents, and guild achievements. This week, I'm going to finish up the series by talking a bit about guild currency and suggesting some products that Blizzard should let us buy with this new system.Here's what we know so far. Guild currency will be earned by players in your guild who earn experience. It remains to be seen if experience (and thus currency) will still be earned by players once they reach the level cap, but I assume that it will. So far, they've only mentioned a few items that we can buy: Vanity items like mounts, tabards, and standards Reagents like frost lotuses for flasks Recipes Heirloom items that scale with level

  • CCP staff offered the option of being paid foreign currency during economic crisis

    by 
    Seraphina Brennan
    Seraphina Brennan
    08.10.2009

    During our troubled economic times, one sometimes forgets that currency is in a constant state of fluctuation. When times get really harsh, the value of the currency can wildly go back and forth between numbers, creating a sense of unease as people don't know what their currency is worth.CCP Games, however, took up a new approach to paying their employees when the Icelandic Krona was volatile earlier this year -- paying their employees in foreign currency.Employees were offered the option to accept paychecks in foreign currency, if they so wished, to provide employees with a stable income from a stable currency rather than receiving checks with the Krona. The move was easy on CCP's part, as the company is located in China, Iceland, and the United States and makes most of their revenue in foreign currency anyway.

  • Runes of Magic offers surveys for diamonds

    by 
    Seraphina Brennan
    Seraphina Brennan
    08.04.2009

    Frogster America has recently partnered with Peanut Labs Media to bring Runes of Magic players a new way to earn diamonds without paying money -- surveys! Yes, yes, we know, everyone hates surveys. Yet, you have to admit, everyone hates paying real money for virtual currency more. The surveys that Runes of Magic will be implementing are going to take between 5 to 10 minutes, will keep the user's identity completely anonymous, will reward diamonds on completion, and will be completely optional. Both sides are working to seamlessly integrate the survey option into the game experience without it becoming a barrier to gameplay or becoming hard to use.As long as this option remains simple to use and non-intrusive, it looks like a nice alternative for players who are looking to pick up some diamonds without having to commit their cash.

  • Monato Esprit launches out of beta

    by 
    Seraphina Brennan
    Seraphina Brennan
    07.17.2009

    Monato Esprit, a game that has been gracing our Betawatch column for some time now, has recently skipped completely over the open beta stage and jumped right out into the open world.For those not in the know with Monato Esprit's premise, the world is a fantasy dreamland corrupted by the powers of dark, evil nightmares. Players get to take on the role of an archon, a winged hero who is tasked with fighting against the evil of the nightmares to restore the dreamworld of Monato Esprit.The game's graphics fall into the "chibi" style of anime, taking on a very cute and simultaneously whimsical appearance. The game is free-to-play and will be supported with a cash shop powered by developer Reality Gap's new currency, MetaTIX. Seattle based Reality Gap will be extending their MetaTIX services beyond Monato Esprit, however this game marks the versatile currency's first use.Interested in jumping in? Sign up with a MetaTIX account first (a bit backwards, hence why we're telling you) and then go to Monato Esprit's website to download the client.

  • Breakfast Topic: Is WoW too complex?

    by 
    Mike Schramm
    Mike Schramm
    07.04.2009

    As I said the other day, we've talked about the dumbed-down argument quite a few times before, but I think this is the first time I've ever heard the opposite argument put forth so succinctly: Tadaa asks, over on the forums, "Is WoW getting too complex?" Longtime players will probably say no at first glance -- the game has been streamlined a lot since it first game out, and things that took up much of your time previously (tracking quests, looking up quest targets, dealing with respecs, and finding groups) now have systems built into the game that let you get past them easily. But think of what it would be like to step into Azeroth nowadays -- instead of just a chat channel where you can find groups, there's a whole system with terms like "damage" and "tank" in there. On first glance, it might be tough to figure out. And then there's things like resilience and Replenishment (which some experienced players don't even fully understand), and even things we think of as helpful features (getting pets and currency out of our inventory) can be super confusing for new players: where did that pet go that I just clicked on, or that badge that I just saw looted to me in the combat window?

  • Dealing with old currencies

    by 
    Mike Schramm
    Mike Schramm
    04.30.2009

    Gaviedrummer has exactly the problem that I have, only mine is probably worse: he has about 50 Badges of Justice left over from the last expansion. True, I've only got about 30, but I've also got stacks of Apexis Shards, Spirit Shards, Halaa Tokens, Obsidian Warbeads, and pretty much every other old reputation and currency item from the Burning Crusade sitting around clogging up my bank. And while some of it is just me being lazy (I could turn the Warbeads in, and I think I could probably grind out a few more Halaa tokens to pick up something there), as gaviedrummer finds out, most of it is completely useless. Yes, we can still trade for level 70 items, but who needs those any more?It would be nice, especially with the soulbound stuff (I presume I will someday have an alt coming up through Outland that might need some help), for Blizzard to give us an out. Even if it requires level 80 to do, and even if the exchange rate is terrible (something like one level 80 badge for five or ten level 70 badges), at least we'll be able to get rid of the old stuff. Obviously, they're worried that if they offer exchanges for new items, people will go back and grind the old instances for the old currency. But there has to be some middle ground or a level requirement or something, some rate that allows us to get something for the old junk, while keeping current level 80s from exploiting the system. Heck, even cloth has a reputation turn-in value, at the very minimum.The Stone Keeper's Shards at least have a turn-in for honor, and at the bare minimum, that's what you'd want for any currency -- something cheap that you can just cash out of the system with all of your leftovers. Blizzard may say what's past is past (and like I said, I may just need to spend a weekend cleaning out the bank), but it would be nice to have an NPC in Shattrath that can say "Oh, you're level 80? Let me just take those old tokens off your hands at a discounted price!" And it would be an Ethereal, of course.

  • The pros and cons of autolooting

    by 
    Mike Schramm
    Mike Schramm
    04.24.2009

    Gnomeaggedon has a really insightful post about one of my favorite "hidden" features in patch 3.1. The first time I ran Naxx after the patch, I was a little worried on the first boss that I couldn't loot my badges or Stone Keeper's Shards. But of course, I'd missed it in the patch notes: all of that currency stuff now works like currency should. Whenever one person in the group or raid loots it, everyone gets their own as well. No more forgetting to loot your Badge, as it all goes automatically into the currency screen. Very nice change.But as Gnomeaggedon says, there are still a few kinks in the program (aren't there always?). Quest items still don't get auto-looted, and since Badges do, that's even less encouragement to go check the loot to see if there's anything you need. He'd also like it if items got autolinked while Master Looter is on -- right now, it's the responsibility of the Master Looter to link and give out items that get looted, and that doesn't always get done clearly. That second one is kind of a good point -- my raid looter does pretty well with showing off items, so I don't really have much of an issue with that, but it would be helpful to see for sure what's in there.But back to autolooting: the flip side of this is that if Blizzard uses autolooting too much, the game becomes that much more simple -- they already show you where the monster is and how to kill it, and now you want them to give you the loot automatically too? While it would be easier to have quest items sent to your backpack automatically, let's not forget that mobs with loot on them are shiney. It might make sense in raids to do autolooting (since everyone is grabbing for the same quest item), but autolooting while soloing might be a little too streamlined.

  • Badge purchases now refundable for two hours

    by 
    Eliah Hecht
    Eliah Hecht
    04.14.2009

    A previously unannounced relatively un-promoted feature is apparently going live in patch 3.1 today: buyback for "alternate currency" items. "Alternate currency" means any currency except gold - Emblems of Heroism, Arena Points, etc. According to Vaneras, when the patch goes live, you'll have two hours after buying an item with an alternate currency to sell it back and get a refund. I've never accidentally bought something with badges, but I know people who have, and it sucks; this is a nice fix. A few caveats: Stackable items (such as Frozen Orbs) are non-refundable. Items that grant achievements are non-refundable. Augments will not be returned - if you buy an item, enchant it, and then sell it back for badges, you don't get your enchant mats back. This only works one step back: If you buy a tier token for emblems, then exchange that tier token for a tier piece, you can trade the tier piece back for the token if you want. You can not, however, trade that token back for emblems after doing that. Even with these limitations, it's still good protection against accidental purchases. Thanks, Blizz!

  • Warhammer getting a token system for RVR gear

    by 
    Brooke Pilley
    Brooke Pilley
    04.06.2009

    Since Warhammer Online's launch, obtaining powerful RvR gear has been subject to lots of luck and a broken contribution system. Mythic intends to supplement this by adding a new token system that will reward players for RvR participation and dedication.Players will soon be looting common medallions and rare crests from player kills (in oRvR and scenarios), keeps, fortresses, zone locks, campaign locks, and various city siege phase completions. These tokens can be used to purchase RvR set gear (e.g. Annihilator, Conqueror, etc.) and special potions from quartermaster merchants.Tokens will not be tradeable but they do scale throughout the tiers. For example, players can convert 5 common T1 medallions into 1 common T2 medallion. Players can also backwards convert 1 rare conqueror's crest into 5 common T4 medallions. Higher rank set gear will require a combination of rare crests and common medallions for purchase.Mythic is currently seeking feedback on this proposed new token system on their official forums, so head on over to have your voice heard (game account required). They plan to initially launch with tokens for RvR set gear only but future patches will bring expansions to this new currency system (e.g., PvE dungeon gear).

  • Why too many currencies actually helps progression

    by 
    Mike Schramm
    Mike Schramm
    03.06.2009

    Badges of Justice, Battleground marks, Marks of Honor Hold and Thrallmar, Spirit Shards, Stone Keeper's Shards, Emblems of Valor, Emblems of Heroism, and now Emblems of Conquest: Ulduar will add yet another currency item into the game and Cypruss of Draka wonders, rightfully, if it's all just too much. The good news is that since the currency system was introduced, all of this stuff is out of our bags, but wouldn't it just be easier if instead of creating a whole new token system, Blizzard just charged a lot more for the gear?Bornakk says no -- he says that if they just kept the same tokens and charged more per item, people would end up doing Naxx, Ulduar, OS, and any other instances that dropped that token every single week rather than actually moving up through the content, which is what Blizzard wants us to do. He also says that the Emblem exchange mechanic is designed to help this -- you can do Ulduar and go backwards for the gear, but you can't do Naxx ten extra times to get Ulduar gear.Which, we have to give it to Blizzard, is actually pretty smart. Yes, it does keep players from farming up the tokens (Blizzard knows that if you could run all the instances per week just to get one kind of token, there'd be lots of players who would), but it also keeps people progressing to get gear they can upgrade to. As Bornakk says, they've been trying to improve the Badge system ever since it was introduced in BC, and this method of introducing new currency to send players up the ladder is a result of their work there.

  • The Queue: Casual raiding and you

    by 
    Alex Ziebart
    Alex Ziebart
    12.21.2008

    Welcome back to The Queue, WoW Insider's daily Q&A column where the WoW Insider team answers your questions about the World of Warcraft.Hooray weekend! Boo Sunday! Let's jump right into things with Galipan's question...Is casual raiding a possibility? Ive heard from many people that it isn't, however, I'm trying to get a guild started that does give it a shot.

  • It's-a Mario World: Coin Heaven

    by 
    kenneth caldwell
    kenneth caldwell
    12.06.2008

    One of the first things we do Friday morning is pull out our huge Mario-themed dartboard from under the bed, blindfold ourselves, take a small sip of OJ, spin 2.5 times, then wildly toss sharp darts at what we hope is not anything expensive. When that whole process is finished, usually we have landed a dart somewhere on the board, thus determining our topic for It's-a Mario World that day. Just so happens today we're talking about coins. And you're going to like it. Please like it.Today we are also introducing a hip new aspect to our already fairly hip feature. At the bottom of this post you'll notice a place where we have listed "links of the week," where we will hereafter link you to recent Mario content on WiiFanboy as well as to other cool Mario thingamajigs on the Intertubes. Hopefully, this will serve as a means for all of us to continue agitating our unhealthy addictions to Mario & friends. Before you go clicking away on them, though, check out our new gallery in which the currency of the Mushroom Kingdom is discussed at uncomfortable length. Coins! It's-a Mario World is a weekly feature in which the ubiquity of Nintendo's flagship character is celebrated. Check back every Friday to find out what strange and wonderful thing has got us tipping our caps. * * * Links of the week: Wario steals Born for Wii! | Real Mario-karting in France! | Cheap BK toys! | Mario Paint lives! | Jazzed SMB2 theme!

  • The Daily Grind: Can we solve problems intertwined with MMO economies?

    by 
    James Egan
    James Egan
    10.25.2008

    In-game economies can make MMOs more vibrant places to play, lending depth to these games that generally isn't found in regular PC or console titles. Then again, the perceived value attributed to virtual currency and items can lead to a slew of problems, not limited to acts of real world violence, the plague of gold spamming, and the slippery slope of ownership in the virtual space. At least one company out there is working with MMO publishers to create a regulated secondary market, the hope being that it's possible to reclaim the black and grey market commerce so often attached to massively multiplayer titles. Do you think this approach is a viable solution to some of the problems associated with MMO economies? What are your ideas on how these issues intertwined with virtual currency and items should be resolved? Is there even a solution at all?

  • Real world economic impact on MMOs and virtual worlds?

    by 
    James Egan
    James Egan
    10.15.2008

    Given the drastic real world economic shifts of late, is it unreasonable to assume that there will be repercussions in virtual worlds and MMOs? That's the gist of a question posed by CBBC, a longtime commentator at the Terra Nova blog, but specifically he asks: "What now for virtual economies? What happens to EVE now that Iceland's economy is collapsing?... Will my WoW gold be worth more or less? Will games go under taking their value with them? Will we see a run on games the same as a run on banks?" While his questions aren't focused solely on EVE Online, and are more of a general inquiry, CCP's title is not surprisingly the main example cited by both the CBBC and Terra Nova's readers. As expected, the responses to the question are intelligent and shed some more light on how real world economics might affect MMO economies, namely that of EVE Online. Some speculate that real world issues will result in increased escapism, imbuing virtual worlds and their economies with greater significance. Others related financial scenarios that affect CCP Games and its virtual economics. If you're interested in the economies of MMOs and virtual worlds, you might want to get involved in the discussion of "Whither MMO economies?" over at Terra Nova.

  • Podcast interviews two Star Trek Online guys, gets lots of new info

    by 
    Samuel Axon
    Samuel Axon
    08.12.2008

    Star Trek gaming podcast Hailing Frequency interviewed Cryptic Studios Chief Creative Officer Jack Emmert in the wake of the big Las Vegas unveiling of Star Trek Online. The two part interview is available in both audio and video, and it's one of the best sources of details beyond the unveiling video itself at this point.There are a lot of reveals and hints in the interview. Some examples of interview topics: post-launch plans for user-generated content, an economy without a monetary currency, and details about starship combat. Emmert speculates that cross-platform play and non-region-specific servers are possible, but that no final determinations have been made. Listen to the interview for more!Hailing Frequency also spoke with STO's new community manager, JR Sutich, who is better known to folks in the MMO community as Razor. He was a regular writer at WarCry before he started with Cryptic. That interview, also available in both audio and video, deals exclusively with the game's community and forums.

  • RF Online server rollback combats cheaters and 500% inflation

    by 
    James Egan
    James Egan
    06.08.2008

    RF Online in the Philippines recently had serious issues with dupe hacks, prompting an unannounced rollback of the servers. PlayNoEvil writes that the operator of RF Online for the Philippines, Level Up Games, discovered a dupe exploit and tried to purge it from the servers as well as those who used it. However due to time constraints with unraveling the intricacies of the exploit, the company decided to roll back the game to a point before the exploit was used. Level Up Games issued a statement on the problem: Based on DB evidence, numbers as well as feedback from the community, the GMs, the Vanguards and also from our field agents, there was an oversupply of in-game currency and gold - as high as 500 %. GMTristan of RF Online Philippines clarified the situation further on his blog:

  • Are tolls the cure for mudflation?

    by 
    Chris Chester
    Chris Chester
    05.17.2008

    A couple weeks ago we introduced Steve Williams' notion of mudflation, its causes, and a general framework for its eradication. On Friday, he posted part two of his three part economic plan, suggesting that the best way to remove currency from the player economy was to replace large money sinks like item repairs with frequent, small, invisible tolls for things like entering a city, using reagents, and changing zones. By making these sorts of things invisible instead of up-front, you can stem the devaluing of your currency without pissing off the players, or so the argument goes.This blogger is far more fond of having money sinks that yield tangible results. Things like player housing (and the subsequent decorating that goes along with it), guild cities or hang-outs (CoX's Supergroup Base system works quite well), or more types of crafting always seemed to yield better results. Even though the concept of an invisible toll system is really in the players' best interest , we can't imagine the response being anything other than vitriolic. In any case, we're looking forward to act three of Williams' economic treatise to see how he wraps it up.

  • Strong yen prompts Sony to lower production costs

    by 
    Ludwig Kietzmann
    Ludwig Kietzmann
    04.03.2008

    While it's true that news involving global financial markets is about as exciting as an English Patient theme park ride, we managed to make it all the way through a recent Reuters article detailing ... something about dollars and yens. Oh, right. At a Taipei News conference, Sony laid out its strategy for dealing with the negative impact the strengthening yen was having on profits, particularly those gained from exports. The manufacturer explained that it would lower production costs and, in the short term, accept a greater number of product orders. With three quarters of its revenues earned internationally, Sony's profits aren't best pleased when the weakening dollar takes a bite out of exports. Reuters notes that for every one yen rise against the US dollar, Sony loses approximately $59 million. We bet that's keeping somebody awake at night.