Dance on, Starfleet Dental.
Starfleet Dental Presents: "Jumpin" Joe Maguuma and the Krytans
Dance on, Starfleet Dental.
Dance on, Starfleet Dental.
Dance on, Starfleet Dental.

An intrepid explorer on the RuneScape forums came across an interesting update to Jagex’s Terms of Service. Specifically, Jagex’s virtual currency (Runecoins) expire three months after purchase.
Virtual currency expires and will be deleted if it has not been redeemed within a certain period after acquisition so you should redeem it as soon as possible. The expiry period is whatever we specify when you acquire the virtual currency or, if we haven’t specified a time limit, three months from acquisition.
Heading on to the forums, players asked if this was simply Jagex covering their backs or if the developer actually intends on allowing a player’s purchased coins to expire. Mod Crow responded to this thread with a confirmation that, while Jagex has not enforced the policy, they “reserve the right to have virtual currencies and items expire after a period of time.”

(Source: RuneScape Forums)

Earlier this month, Star Vault released their Annual Income report for 2011. There wasn’t much in the document that we didn’t already know from last year, but at one point the company lays out what it refers to as Mortal Online’s “greatest risk.”
Star Vault’s greatest risk is a lack of demand for its product. An insufficient market risk the company’s earnings and ultimately the financial position. Risk is an inherent part of all business and continuously examined, and the highest priority. Based on each individual situation later approved measures to limit the risks.
In the past, Henrik Nystrom has admitted that Mortal Online’s steep learning curve, less than user friendly atmosphere, and hardcore PvP atmosphere were the biggest factors for Mortal Online’s lack of widespread appeal. In the first quarter of this year, however, Mortal Online’s sales sharply rose 50% in February, and the developer enjoyed a subsequent rise in revenue in profits for the appropriate quarter (Q1 2012).
Star Vault’s second quarter releases should be out by the end of the month.

Earlier this month, Star Vault released their Annual Income report for 2011. There wasn’t much in the document that we didn’t already know from last year, but at one point the company lays out what it refers to as Mortal Online’s “greatest risk.”
Star Vault’s greatest risk is a lack of demand for its product. An insufficient market risk the company’s earnings and ultimately the financial position. Risk is an inherent part of all business and continuously examined, and the highest priority. Based on each individual situation later approved measures to limit the risks.
In the past, Henrik Nystrom has admitted that Mortal Online’s steep learning curve, less than user friendly atmosphere, and hardcore PvP atmosphere were the biggest factors for Mortal Online’s lack of widespread appeal. In the first quarter of this year, however, Mortal Online’s sales sharply rose 50% in February, and the developer enjoyed a subsequent rise in revenue in profits for the appropriate quarter (Q1 2012).
Star Vault’s second quarter releases should be out by the end of the month.

It is Taco Tuesday, and that can only mean one thing: lists of things describing things. Before I dive deep, I want to preface this with a small note. I generally write the Taco Tuesday piece days, and often a week in advance. The timing of this Taco Tuesday appearing on the same day that Funcom announced layoffs is pure coincidence. So without further ado, here are my top five reasons for playing The Secret World.

I like to think of The Secret World as succeeding where The Old Republic, in a way, failed. While the cutscenes in The Old Republic brought a level of immersion that isn’t normally seen in the MMO genre, it was little more than a gimmick. The personal story was always worth keeping up with, but the whole system was just a veil added on to hide the quest grinding required to level up. A veil that didn’t work all too great.
The Secret World follows the formula I’ve talked about with RuneScape: Quality over quantity. There are a much smaller selection of quests in The Secret World compared to your average MMO, but each quest presents a unique and interesting story with memorable characters and events.
My personally favorite quest so far is an impromptu tower defense that tasks the player with setting up area-of-effect traps at various roadblocks. Some traps would cause damage, others would stun, and some would slow movement, but it was ultimately up to the player to take charge of crowd control and ensure the traps weren’t destroyed. This quest was insanely difficult, because at the later stages your trap placement needs to be perfect, and there is a lot of trial and error in play.

Normally I couldn’t care less about characters in an MMO. The random NPCs in the world with generated names, standing idly and doing little more than repeating generic phrases, offering generic quests, and shouting random pop references and internet memes. They don’t excite me.
Luckily all of those generic people are dead in The Secret World and are likely roaming around as the faceless zombies whose heads you will smash in along the way. What small population has made it through the apocalypse are rife with things to say and tasks for you to accomplish. Every character you come across is unique and memorable, even if the creatures you fight are coupled into classes.
The Secret World has done what few others can accomplish: making the player want to know what is going on in the world, and actually interested in playing through quests for a reason other than gathering experience.

This sounds terrible, and it is painfully true. The Secret World takes a more tactical approach to combat. Your stature and positioning is important when it comes to blocking or avoiding enemy attacks, and your more powerful attacks are mostly reliant on first inflicting status effects on your foe.
My chaos character is equipped to deal with almost any situation, from large crowds of mobs to single foes and boss characters in between. While the random nameless mobs employ your regular method of running in a straight line and attacking, the world is well populated with foes that require more finesse to defeat.
Indicators on the field require you to pay attention to combat, and just the fact that I can’t run through areas in a stupor watching Netflix places The Secret World on a level above a large number of its bedfellows.

I’m sure there are people who will dispute this as a negative aspect of The Secret World, but I see it as a positive. The idea that the world presented by Funcom is all about exploration is just encouraged by the fact that the game doesn’t herd you through zones. In level-based games, once you out-level a zone, you have to choose between dumping the story and moving on to the next area, or taking a hit in experience gain (and eventually a complete loss) in order to continue questing or exploring the entire map.
The Secret World sits somewhere between the very incremental increase in power that you receive in games like Darkfall or Mortal Online, and one level being the difference between getting your ass kicked and beating an NPC without breaking a sweat. So the game isn’t so much about making the transition from this powerless weakling into a demi-god able to bring down fire and rain, but rather about taking your character on a journey from the discovery of their new found powers into a position of comfort in the new world.

Easiest to point out, hardest to explain. The combination of everything that makes The Secret World fun and unique culminates in a game I just simply want to play. I always know that a game is going to keep my attention when, while writing the Why Aren’t You Playing, I keep having to pull myself out of gathering screenshots as an excuse to keep playing. I also know it will hold my attention if I have to turn off Netflix because I can’t pay attention to both at the same time.
So the factor of The Secret World coming on the edge of Funcom’s CEO departing and the company taking a massive hit in its stock value, admittedly Funcom’s next couple of quarterly finances concern me. Hopefully Funcom can bring in the revenue it needs to keep development going for The Secret World, and they are guaranteed to at least have my fifteen bucks a month.

Funcom recently launched The Secret World, and if you hadn’t heard: It didn’t go so well. Launch numbers have been pretty unimpressive, and came on the heels of CEO Trond Arne resigning his role and Funcom’s shares taking a nosedive. Funcom’s second quarter finances won’t be released until the 28th of this month, but we can expect that the news won’t be good. According to recent reports, The Secret World failed to even break the “Conan-like” scenario that Funcom had predicted for launch, which some of you may remember as 280,000 subscribers.
Funcom has stated to Massively.com that they have recently laid off a number of staff, stressing that the layoffs are temporary (their emphasis), with the following statement:
“As we announced in the stock notice that went out on August 10th, Funcom is in the process of reducing operational costs and this process includes temporary layoffs as well as other initiatives. As we are currently in the middle of this process we can not provide any further comment at the present time. Rest assured however that we have long-term plans for the company and that we remain fully committed to all of our games. We aim to provide more information soon.”
As I always point out, layoffs after a game’s launch are nothing new and happen with virtually every game as development ends and temporary workers are relieved of duty. What is important is that we should keep watch of The Secret World’s content updates.
More on The Secret World as it appears.

Regardless of The Old Republic, do you think it’s about time Lucas Arts lets Sony bring back Galaxies?
If you haven’t heard, The Old Republic will be free to play as of later this fall. Without paying a subscription, players will have access to all of the story content from level 1 to 50, with limited access to other features and no access to the game’s warzones. Jeff Hickman, Executive Producer at Bioware, acknowledges that the transition must be performed with great care:
“I don’t want to unbalance the game by putting things out on the store that somebody can walk in on day one, buy and be the winner. Having said that, there will be some things that we put out in the store that do enhance power value in some way, but not at the top end.”
While the cash shop items have not been finalized, Hickman believes that The Old Republic will sell some form of gear with stats (although not high-end equipment) and possibly future planets, hinting that the level cap may be raised at some point.
More on The Old Republic as it appears.
Hi,
Today we have banned several high-profile accounts from the dicing scene.
We can happily confirm that the ring leaders found to be involved in selling RuneScape gold have been banned. Their actions have directly funded a sizable portion of all real world trading activity within the game, led to increased macro use, and resulted in huge surges in spam advertising.
Such actions are strictly against our rules, and all accounts have been wiped and permanently nuked.
This should serve a clear warning to anyone else engaged in similar activities; expect more bans of any continuing offenders.
We have been finely tuning our new anti-cheat and anti-hijack tools over the past few months and are now steadily bringing these systems online in select areas. This is part of an on-going rollout that will be completed over the course of next two months. More good news will follow in due course.
Some of you may already have noticed that we have started cleaning up the high scores over the last week and this will assist us in being able to re-introduce relevant gold farmer free F2P high scores again.
Mark Gerhard
CEOHi,
Today we have banned a large number of accounts involved with self-titled “botting clans”. All of these accounts have been identified by our new data analysis tool and are 100% guilty of breaking our rules. These accounts have been permanently banned with no chance of appeal.
As mentioned on the forums yesterday, expect more bans and punishments in the very near future.
The use of bots will not be tolerated and will result in permanent action against any accounts found to have cheated in this way.
Daniel Clough
COO & VP of RuneScape