loyalty

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  • Europeans: Get rid of those excess Stars now!

    by 
    Chris Greenhough
    Chris Greenhough
    07.01.2008

    Hey, Euro folk: those Club Nintendo Stars you've spent the last seven years compiling in the vain hope that you might bag something as glorious as this? Well, forget about it. From tomorrow at 17:00 (the time zone isn't specified, but we have a hunch it might be GMT), any Club Nintendo Stars that have been in your account for more than two years are getting atomized by Nintendo.In other words, now may be the time to resign yourself to the fact that you'll never get anything better from the Stars Catalog than some natty Animal Crossing wallpaper. Life's unfair like that at times, believe us. Alternatively, if you've got enough Points, you could always buy Wii Points!

  • Vigilante Meridian 59 players wage war against pirate servers

    by 
    Samuel Axon
    Samuel Axon
    05.24.2008

    Meridian 59 is a game with a pirate problem. A while back, the server source code leaked onto the internet and seedy players began hosting their own servers without subscription fees. Pirate servers are a problem for many MMOs, but because of M59's comparatively small scale, it has a lot more to lose to the trend.Amidst these troubles, some M59 players can be quite loyal. Case in point: the blog of game developer Patrick Rogers tells the story of two former M59 players hacking into a pirate server and mass-killing all its residents with powerful admin commands. The vigilantes hoped to make life (and death) on the pirate servers as unpleasant as possible so as to encourage the residents to migrate to the legitimate servers hosted by Near Death Studios. That's not the most amazing bit, though.

  • Full Empyrean Age rank list exhibited in dev blog

    by 
    Samuel Axon
    Samuel Axon
    05.24.2008

    Soon, EVE Online's entire galaxy will be sucked into the black hole of war. This is good news for pilots; wartime is the best time to make a name for yourself. EVE's Empyrean Age expansion adds the framework for catastrophic, galactic factional warfare. And for players looking for recognition for their victories, a ranking system will be deployed as well.The latest post at EVE's dev blog describes the ranking system in detail, and lists every single rank (and each rank's associated insignia) for all four factions. From Amarr's Paladin Crusader to Caldari's First Lieutenant and Gallente's Shield Commander, all the way up to the Minmatar rank of Valklear General, they're all there for your examination.CCP's Ginger also noted that the team is exploring ideas ("these are not promises") like "tying [ranks] into dungeons in space and adding additional equipment and ships to the loyalty store that will only be available at certain ranks."

  • Europeans to get Wii Points in exchange for loyalty

    by 
    Chris Greenhough
    Chris Greenhough
    12.07.2007

    Here in Europe, we have our own version of Japan's Club Nintendo loyalty scheme, with one critical difference: while Japanese gamers are routinely given access to completely rad bonuses, the past few years have thrown up few treats for those in Euroland. Nothing but a natty selection of wallpapers, ringtones, and stationary templates.Happily, that just changed for the better. From today, European Wii owners will be able to exchange their Star Points for Wii Points, giving themselves access to a whole world of nutritious, retro-flavored goodness, via the Virtual Console.Four Star Points will apparently be worth one Wii Point, but what does that mean in monetary terms? Well, each Wii game is worth 250 Star Points, the equivalent of 62.5 Wii Points. Hence, buying eight Wii games will net you 500 Wii Points, the cost of a NES game on the Virtual Console.That's a fair number of Wii games just to download a single NES title, but we still embrace this development whole-heartedly. Some of us have been saving Star Points for years, patiently waiting for the day that Nintendo of Europe would make collecting the things worth our time and effort. Today, we got our reward. Read how to convert your Points at the link below.[Via Eurogamer]

  • Time requirements for Hunter pet loyalty gain

    by 
    Mike Schramm
    Mike Schramm
    09.11.2007

    Even more news about pet loyalty from Mania for Hunters everywhere. She's been sitting with a stopwatch and a pen and paper and figuring out exactly how long it takes to become Best Friends with that Ravager you just tamed, and the results (so far) are above.Basically, to gain a loyalty level, your pet needs to, no matter what, gain at least 5% of the XP you, the Hunter, needs for your next level. This is required even if your pet is your level (which means they aren't actually gaining the XP). But there's also a time component on every loyalty level past Unruly. For example, to get to level 4 from level 5, you not only need the experience gain, but an hour must pass. This, as Mania says, is why sometimes your pet will ding loyalty while you're standing around in town-- you've gained the experience, but the time has to pass as well.She's not done yet-- she needs (or someone with some time on their hands could do it as well-- Mania's going through a move lately) to check out if the experience stays the same all the way to 70, or if it increases at the higher levels. She also didn't try this keeping the pet anything other than happy, so the numbers may change if the pet isn't at full happiness. And she didn't explore, at all, what happens when the pet loses loyalty-- if your pet has dropped a level of loyalty, it may be a completely different formula to regain it.But great work so far, and this is more than enough to give any Hunter a clear idea of how loyalty works in most cases.

  • The hidden formula behind pet loyalty

    by 
    Mike Schramm
    Mike Schramm
    08.06.2007

    Mania's Arcania continues its look at pet loyalty and the mechanics of how it works. Last time, she found that tamed pets would stick around for 30 minutes no matter what you do, and this time around she went the other way-- up to loyalty level two, Unruly.Basically, using a newly tamed pet, a stopwatch, and a notepad, she determined that in order for a pet to go from loyalty level 1 (Rebellious) to level 2 (Unruly), the pet needs to gain 5% of the experience the Hunter needs for his next level. So a level 11 hunter needs 8800 experience to get to 12, which means a pet (of any level and family) needs to kill for 440 XP (5% of 8800) to go up a loyalty level with that Hunter.Interesting. And the formula apparently works even when the pet isn't actually earning experience (ie when your pet is the same level as you are). However (and this is a big however), time is also playing a factor, and Mania's not exactly how it does-- she let her pet sit happy for a few hours, and then on the very next kill, the loyalty level went up. So it seems to be some combo of experience earned together and time (where more experience or more time can replace the other if necessary), but the exact numbers aren't there yet.At any rate, good stuff, and Mania is being really thorough with it. If you're a Hunter who changes pets often, it's worth a read.

  • Tamed pets will stay for 30 minutes

    by 
    Mike Schramm
    Mike Schramm
    07.20.2007

    Mania's Arcania has been doing some experimenting with tamed pets on the PTR, and she's got a few great tips for all you hunters picking up new pets. First and foremost, apparently any pet you tame, no matter how happy it is or how often its fed, will stick around with you for at least 30 minutes, so if you tame a new pet and don't have food for it, you've got that long to find some. Dismissing a pet or having it die actually stops that timer, too, so if you don't have food and the time is about to run out, you can dismiss the pet, and then recall it when you have food to feed it.She's also looked at some more technical information on how quickly pet health returns after various kinds of dismissals-- in most cases, it looks like your pet actually comes back with a lower percentage of health, which then ticks back up to full in just a second. Probably won't affect most Hunters, although a few of the situation she goes through sound like battleground PvP to me, and it could be that Hunters there are using their pets so quickly that it might make a difference. More testing is on the way, she says.But at least the taming schedule will probably help Hunters who end up grabbing a rare spawn as a pet and then realize they don't have the food to feed them. We've got more breathing room than we knew we had.

  • Guild size matters not, judge us by our size do you?

    by 
    Amanda Rivera
    Amanda Rivera
    05.03.2007

    Our guild isn't large by any means. In fact, we're a tiny guild, although that's not for want of effort. The Rogue Knights has been around on Elune since beta, and has had a constant stream of very good players throughout our time on the realm. However, a while back a group of players decided to leave the guild, and since then we haven't quite recovered. How can a few simple people make the difference? Well, these players have gone on to form the core players in some of the largest guilds on the server, so you can see how that might affect our guild. Another reason we are still small is simple: we have standards. Not to say other guilds don't have standards, it's just that we are the sort of people that expect people to spell out their words in guild chat, to be kind and courteous to other players while in Azeroth, and expect them to help others whenever possible. These may sound like basic rules, but I have personally had to boot people from our guild for acts in instances or general chat that simply aren't nice. What this means is that the players that don't do these things, the gankers and the ninjas who happen to get invited to the guild, eventually these people leave the guild, either by themselves or by force. I see many of these players around the realm in my travels, and it is interesting how often they guild hop in their time in WoW. I think it comes down to expectations of players. Some guilds will accept players based on their class, gear, etc. Our guild, being the ultimate of casual groups, tends to focus on how the player interacts with others, in the guild and outside the guild. What this all means, really, is that in the end, there is room for everyone in WoW, but not everyone in a guild. While some guilds focus on player attendance, others focus on player interaction, and still others focus on nothing at all. What a wonderful virtual world, in which everyone is accepted, and all find a home. No, we can't all be in raiding guilds, but not all of us want to be in one.