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By Throne

Anthem Arrives

When Bioware first announced its newest franchise, Anthem, during 2017’s E3 conference the one thing they said to describe the game was that it was unlike anything they had ever done before. And if nothing else, Anthem is certainly living up to that particular description.
Anthem is just not a game that hardcore Bioware fans would ever say is typical of the studio. Known for its stellar storytelling and its single-player franchises like Dragon Age and Mass Effect, players of Bioware games anticipate story-driven adventures along with companion characters who provide friendly banter and light-hearted romances. And hey, Anthem does provide a decent-enough story plot, with interesting and amusing characters and some good conversation opportunities, too. But the story is only a single part of the over-arching adventure that is Anthem (and hey, there’s no romances, either).

Anthem is described by its creators and by its growing fanbase as a co-op action and role-playing game, rather. In fact, its very best features can not be truly enjoyed without gathering a group of friends to embark into the gorgeous backdrop of the world of Anthem. 

There is nothing of Earth, here. This is a strange, new planet to explore, where every creature and bit of life comes from the Anthem of Creation – a powerful and mystical force that literally and even disastrously produces creatures, technology, and natural phenomena throughout the world. Everyone fights to survive and some to control the Anthem, and right there in the middle are the Freelancers, the heroes who embark past the walls of human cities to gather whatever resources they can find and to tame the myriad threats that the Anthem provides.

Freelancers survive outside the walls wearing armored suits, called Javelins. So far, the game’s four classes are encapsulated in whatever Javelin the player opts to suit up in, and each one of the four Javelins offers uniquely independent playstyles for the player’s gaming experience. There is no standard trinity that players of more traditional multiplayer games may try looking for, but this just keeps matched teams from insisting on any kind of perfect build, too. Any Javelin the player chooses will provide chances to cause damage to enemies or to save team-mates who have come under fire, in fact.

Still, exploring the different Javelins will give players an opportunity to decide which style of gameplay is their own personal cup of tea, so to speak. The Colossus, for instance, provides a heavy armored approach to the game, actually soaking up damage even as it unleashes massive firepower on the Freelancer’s enemies. The Storm, on the other hand, maximizes its time in the skies overhead to shield team members and rain down powerful lightning attacks on groups of enemies down below, too. The Interceptor is a more ground-based Javelin, zooming down onto enemies to zip and zap them swiftly with flashing blades and poison grenades. The final Javelin is the Ranger, which is also the first Javelin every beginning player will experience. The Ranger relies upon a steadied mix of abilities from all the classes, providing a well-rounded chance to inflict fast, intense damage to large numbers of enemies and combo attacks that obliterate threats in even wide areas. 

But it is the wide world of Anthem that truly sets the adventure apart from other games involving massive armored suits. Well, that and the whole flying around the world, too. In fact, the flying and swimming controls on the final released version of the game on February 22, 2019 were tuned in advance of the release through several test and demo sessions, where players pointed to issues on the varied platforms the game would be available. While there are still some players complaining the Javelins ability to maintain flight over an extended period of time simply is not great enough, the chance to navigate Anthem through the skies and even deep underwater offers opportunities for some purely amazing scenery and just plain, massive fun all at the same time. 

There were some buggy moments during the final days leading up to the release of the game, as well. Some players experienced issues with the game’s audio, actually losing sound in the middle of combat motions while moving around the world and battling enemies. A larger issue, however, was in the load times that quite a few players endured, where team-mates zoomed ahead and through the mission while they were still agonizingly lagging on the loading page. The game’s developers were quick to respond to the various issues and gameplay bugs that players reported, though. They welcomed comments on Anthem’s Twitter and Reddit pages, providing fast, public responses that the issues were noted and being addressed. The day one launch of the game then included a patch to try squashing the bugs, too.

But still, the game’s official launch was not completely void of problem or issue. Some players experienced terrible crashes of their consoles while playing Anthem, even. But overall, gameplay is remarkably smooth, even when the game is set to its highest graphic and audio settings. Each player’s game includes a chance to experience the story and get to know the various characters in Anthem, making dialogue choices that can help form their personal Freelancer. But the story is told through a first-person perspective of the walled city called Fort Tarsis, which creates a sense of disconnection with the individual player-character. Individuality comes from the amazingly complex personalization of the player’s Javelins, rather, and the Anthem fanbase has thrown itself into incredible renditions of paint and vinyls applied onto their suits.

Anthem is definitely a new experience, and those players who’ve adventured in other multiplayers are already asking for features common to such online multiplayer games. For instance, there’s currently no player-versus-player in the world of Anthem, and no real “raids” in the classical sense of multiplayer gameplay. There’s also a serious lack of clan or guild structures for players to rely upon. These are potential additions set aside for later patches to the game, is what the game’s developers are quick to assure.

What Anthem provides, rather, is a four-man team structure to explore the world through missions, expeditions, strongholds, and freeplay. The match-making tool in Anthem will quickly place players into random teams. Or players can create their own teams by inviting potential team-mates off their Origin friends list. 

Covenant of the Phoenix has set aside Chapter space for the community’s Anthem explorers, providing forums where guides and advice can be bantered over and shared. Also share some pictures and funny stories, too. But the Discord channels that COTP has established for the Anthem chapter of the community are even more useful, with potential team-mates gather together to help each other through the adventure. 

What is definitely true, though, is that embarking into the wider world of Anthem is most fun when you have a team to help back you up. The threats can be intensely challenging sometimes. The Freelancer can happily slaughter thousands of scorpions and Grabbits alike, only to turn a corner and run into a Titan. Hulk smash takes on a whole new meaning, then. So Anthem practically demands a team approach in order to succeed. As players and developers alike say, anyone can solo the game, sure. But it is far better to play with friends.  Only, do not hesitate to explore the Anthem with Covenant of the Phoenix! This is only the start! 
 
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By Throne

ATLAS: Present and Future

We have been at it since day one, that ugly and...well, let's just stick with ugly...launch. Even through the lag muck and server instability, you could read the stars and see the potential.  Right off the bat it was only for the tough, and we barreled through the glitchy log-ins, the shaky starter zones and the wretched "lawless" starting areas and found our way to the rafts.  Some were able to get to our island after 3-4 hours of learning how to tack, zig zag and fight through server borders and with a full stack of human hides, and then some were finally rescued after what seemed like days of being eaten alive by scorpions and crocodiles, only to quickly get used to dying to the cold, the wolves, the alpha horses, the water, the sharks and each other's general noob mistakes.
Yes, with the known developer, we did try to ARK it, or Dark and Light it...hell, we've even tried to Life is Feudal this one....and Atlas is just NOT those games.  Some visuals and sounds are there, but the depth and options and functionality is just SO much more.  What really took the game from just another ARK expansion to, the potential mmo of the decade, was getting out on our first schooner, the SS Skjoldr (video below).  The experience was entirely PvE, but when you have 13 people packed on to a single vessel and the guys repairing the ship are as vital as the helmsman steering and the deckhands manning the sails, it became something I haven't seen in a game since our friday night flights on the Decimator back in SWG.
We have had just a blast learning the game and surviving our island and our neighbors over the past couple weeks.  Though it may appear as if we are well off enough, growing from 30 actives day one, to more than double that now, we absolutely could use more folks interested in living the Atlas life.  Whether you are interested in navigating the high seas, captaining a brigand, farming the tundra, mucking through politics, taming elephants or exploring the massive (30-40 hours of sailing from one end to the other) world, it is all here and we have many members willing to help you get started.
Here is a few screencaps and videos to give you an idea of what we have been up to:
 
 




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By Throne

ATLAS

From the sister studio of Wildcard, makers of ARK: Survival Evolved...
ATLAS: The ultimate survival MMO of unprecedented scale with 40,000+ simultaneous players in the same world. Join an endless adventure of piracy & sailing, exploration & combat, roleplaying & progression, settlement & civilization-building, in one of the largest game worlds ever! Explore, Build, Conquer!
https://store.steampowered.com/app/834910/ATLAS/
Early access, Thursday, December 13th  (Update:  delayed release to December 19th) [Update 2: delayed release delayed to December 21st]
Chapter group: 
Discord:  https://discord.gg/v74dSHQ
 
 

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By Throne

Xalt defeats Elric for 2018 Fantasy Football Crown

Xalt's Zappers smirk at expectations, knock off Elric's Arksters in 171.07-127.47 rout

Both teams exceeded their projected point totals, but it was Xalt's Zappers who got the victory, cruising to a 171.07-127.47 win over Elric's Arksters. Elric's Arksters earned a 3.86-point lead on Saturday behind Joey Bosa (2.18 points) and Mike Williams (1.68), but Xalt's Zappers held the lead the rest of the way. They were led by Matt Ryan (25.46 points) and Damien Williams (22.53). Ben Roethlisberger (42.22 points) and T.Y. Hilton (19.4) led the charge for Elric's Arksters in the loss. This marks the second time this season Xalt's Zappers have beaten Elric's Arksters, after winning 118.28-117.7 in their last matchup. Xalt's Zappers end the season at 12-4, while Elric's Arksters finish the campaign at 9-7.
 
Matchup Highlights

Sunday Early    There were players with standout moments on both teams early Sunday, after which Xalt's Zappers owned a 125.41-53.13 lead. Matt Ryan had a 75-yard touchdown pass and a 44-yard touchdown pass for Xalt's Zappers, while David Njoku had a 66-yard catch. T.Y. Hilton made the highlight reel for Elric's Arksters with a 55-yard catch.

Sunday Late    Both teams had players with big-time moments on Sunday afternoon, but it was Xalt's Zappers who took the lead, 148.54-96.80. For Xalt's Zappers, Robert Woods had a 39-yard touchdown catch. Ben Roethlisberger made the highlight reel for Elric's Arksters with a 20-yard touchdown pass and a 49-yard pass.

Sunday Night    Harrison Butker had a 54-yard field goal for Elric's Arksters, who trailed 171.07-118.27 after Sunday Night Football.
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By Throne

Kenshi 1.0 Released

It is generally a rarity that finds a single player game a feature of CotP articles, however, over recent months this game has entered my personal top five games of all-time and has passed my hourly steam totals for Mount & Blade, Fallout 4 and Skyrim in the process.  What the....yeah, I know.
So many titles over the years have claimed that it allows its players to "win" the game "their way" in an "open sandbox" environment.  Well, we cannot get the time back that we spent realizing that those developers were still significantly limited in the scope of what any individual's personal definition of in-game "freedom" actually means.  For me, M&B and SWG came close.  Unfortunately, both those games (or their EMU reboot) are either approaching or have surpassed the ten year mark of their seemingly eternal impending latest release. Enter Kenshi.
Freedom is a fun word in Kenshi...yes, you have the freedom to stay solo, group up with a squad, make a vegetable farm, join a faction, enslave a faction, slay the champion, be the richest hermit, recruit an army of robots or build the great city....blah blah, boring.  Now, the freedom to fail in the most unique form possible...that is the true gem in this game.  I will give you just the one example:
My squad is epic, I will tame the badlands and establish a civilized trading outpost...plan = awesome.  Headed for the abandoned fishing outpost.  Acid rain, not fun...put up tent, survived.  Reached fishing village, it is not a fishing village.  Really freaky "skin" people pour out of all the village buildings.  We put up a good fight but were overwhelmed.  One by one, my squad members were....stolen.  Knocked out, picked up and taken to some of the village huts.  What is going on here?  Then the screams.  Agonizing screams from my captured squad members.  No idea.  I am the last one to go down.  KO'd, picked up, taken to a nearby hut....
I died from blood loss.....after I was put into a grinder that peeled my skin off.
https://store.steampowered.com/app/233860/Kenshi/
 
WHAT IS KENSHI?
Kenshi is a single player sandbox PC game set in a vast and atmospheric ‘Sword-Punk’ style open world. With a mix of RPG elements, squad-based control and city-building features, gameplay is completely free-roaming and open: enjoy the freedom and potential to do whatever you want.
Set in an unrelenting world of bloodthirsty cannibals, starving bandits, brutal slavers and wild beasts, survival alone is a grueling struggle… You are not the chosen one. You’re not great and powerful. You don’t have more ‘hitpoints’ than everyone else. You are not the center of the universe, and you are not special. Unless you work for it.
Character Customization 
Edit your characters, build up their strengths and watch them endure and grow. Train Your Skills in Robotics, Thievery, Engineering, Medicine, Weapon Smithing and more!
Squad-Based Control
Play with one character or control a whole team; an army, even. Combat is Real-Time Strategy style with a choice of ranged and melee fighting styles
Build Your Base
Create and run your own city, manage an empire or simply wander the lands as a lone drifter. Research upgrades such as industry tech, weaponry crafting and trade goods
Wounds Affect Gameplay
Complex medical system where injured characters limp, crawl, bleed to death or pass out from starvation. Stem blood loss to avoid predators and replace lost limbs with robotic prosthetics
Open-ended Gameplay
An original sandbox world. Lay siege as a warlord or make your riches as a trader… There are endless game style possibilities and the world will never stop moving
Train hard
There is no level-scaling, the world does not level up along with you. At the start of the game almost everyone will be stronger than you and you’ll have to use your cunning to survive
Survive
Escape capture from deadly slavers & cannibal prisons, rescue your squad mates from grisly death and get them all home alive
Start A Faction
Keep to yourself, form an alliance or oppose other factions and territories of the world… good or bad
 
https://lofigames.com/road-map/
 


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Showing content with the highest reputation since 01/11/2011 in all areas

  1. 7 points
    Our adventure thus far... As we prayed to the gods, we knew we could not stay. All of our work was for naught and we would have to abandon our village in hopes that the gods would bless our next location, that is, if we lived to see it. No one could have foreseen the frozen hell that we walked into. First it was the wolves, then the bears, then we ran out of food and then, winter hit. Eating roots dug from the frozen ground while living in huts made of branches and dirt was not what we had envisioned freedom to be....but it was better than the galleys, and it was enough to keep us alive. Northerners, Vikings, Barbarians...we have been called many things, but by the time winter was in full force, and after deciding in favor of vassalege to New France and endless raids from the enemies that seem to surround us on all sides, we definitively looked at ourselves as survivors. We now were citizens of the north with our own village and we are finally creating tools out of forged metal instead of branches and rocks. Progress has been slow and painful, yet the idea of being satisfied eludes us yet. We have managed to turn what was a snow-ridden wasteland into some semblance of a settlement. No thanks to the frozen ground and the evil Sixgods guild to the north, and Black Bear guild to the southwest, we've managed to survive until spring. Hopefully, now that we can plant crops, roots for three meals a day will be a thing of the past. Life is Feudal certainly is not a game for everyone. Even for those who are into challenging games, this one can be a bit brutal. If you have been looking for an open-world sandbox, full loot, full terraforming MMO that not only challenges your pvp ability, but also your long term planning and tactical strategies, Life is Feudal may be worth a solid look. In any case, below is a quick video to show you what we've done so far as well as links to the game on steam and our chapter forums. Thanks for reading and if we don't see you in LIF, we'll see you down the road in another game yet. - Throne https://discord.gg/pkYvYwX https://youtu.be/L_L7gu-gymM http://store.steampowered.com/app/700030/Life_is_Feudal_MMO/ https://covenantofthephoenix.com/gc/9-life-is-feudal/
  2. 6 points
    When you find yourself in that position of decision maker, where the decision is required and you have less than all the information you want, you better be ready and willing to make that decision. Some would say that the risk involved is not worth the potential negativity, loss or pain of failure. I personally argue that a great failure through action will be remembered much more fondly than the status quo or mediocrity via inaction. It is this fearlessness in decision making that is necessary to be a leader in this community. Creating memories worth remembering is what we do here in the Covenant of the Phoenix, and this is one of the great responsibilities we task our leadership with on a daily basis. Our leaders know that they will make a difference whether they like it or not and that leadership is a gift given not by our administration, but by the CotP membership who enjoy this community and wish to continue toward that eternal goal of good times and great fun. These ideals are what drives this community as well as what constitutes some of the most important values that we require of our Sentinels, of which certainly includes the one being appointed here and now. One of the honorable few who never set out to be a leader yet became one through the quality of their actions and the integrity of their intent; our newest Sentinel joined us in the Darkfall chapter in early 2009 and became a leader in the same chapter not long after. They have clearly understood the mandate from our founders that everybody has a story, and if you do not know the story, you cannot lead effectively. A multiple chapter leader, workforce member and chapter liaison, they have worked tirelessly at helping create an environment of progress through action, an environment that dares to fail greatly yet manages to achieve so much more. It is an honor and a privilege to announce the promotion of an individual who exemplifies the type of leader we desire in CotP. This individual clearly possesses the core leadership characteristics that we look for in a Sentinel. Vessa, rise and be recognized today as a Sentinel of the Covenant of the Phoenix.
  3. 6 points
    We live in the sub-arctic region of this world, so we knew Winter was coming. However, with all the unknowns that winter brings, we still were not entirely sure we had done enough over the warm period to warrant a feeling toward comfortable preparedness. We were certain we would not run out of food this year, which was good, but we were not so sure about our flax storage, and even less about our storage for straw. It is a different feeling for sure, to try and predict what our needs will be five months down the road. It is quite exhilarating to have that thought process be a part of our guild's efforts along with our day to day struggle to fight off invaders from the north and help our alliance fend off the regional destruction of our resources by the enemy. A great new project has entered our purview and has invigorated our planners and builders as we look toward the future security of our people. Phoenix nest is the site of what will be our greatest architectural achievement to date. The castle walls will be twice as high as our current walls in Covenant City and made of granite, which is much sturdier than the old stone walls. Our builders are hard at work nearly 24/7, but the pace is slow as only the best quality and components will do. What we could do with ten more apt and able workers.... Harvest season was better than we anticipated thanks to our hard working farmers and foresters. After starting the settlement in the dead of winter, we all worked diligently to make sure the next winter's meals were not limited to roots, berries and wild game. Our agricultural prowess was on full display near the end of fall as you can see in the below images. We hope that we will soon add more to our "farm squad" as we look forward to the next planting season. War has definitely become a daily part of our lives. Invaders from the north have caused much delay in our building plans. We now must have guarded transports during our resource expeditions and are on full alert at the mere sighting of travelers or the sound of a galloping horse. Recent skirmishes have resulted in clear victories and much loot, hopefully dealing our enemy enough of a blow to give our builders a window of opportunity for progress. To the south, our alliance is in full fledged war and has relied much on our team of battle-hardened warriors. Massive battles involving hundreds of allied forces which were at one time a fairly rare occurrence are now regularly being waged 3-4 times a week. Tactics and strategies are constantly in flux as we adjust to new terrain and different enemies. Several times over the past weeks there have been nearly a thousand warriors spread across the server fighting battles at the same exact time.
  4. 6 points
    Due to the nature of the events of the evening I was unable to acquire any visual aids to go along with this story so I will do my best to fill in the visuals with Disney Movie Pictures. The evening began as most evenings do. The forges were firing, the tanning tubs were bubbling and you could hear Vance's horses trotting around nearby. The air was cold and frigid and there was a light snow making the dark night even darker. It wasn't enough to halt the progress as the Phoenix crew slaved through the night marching forward progressing the development of the settlement. Part way through the night Skywise was standing guard on the southern palisade looking off into the blurry distance past where Throne was doing whatever it is Throne does on the south mountain. he saw a shadowy figure coming over the horizon. He squinted to try to make out if it was friend or foe and just as he realized what it was a row of light appeared and started flying toward the keep. He shouted "Siege!". He yelled at Throne on the mountain side and signaled behind him. Throne turned to look. He knew he was a dead give away with his torch on the hillside but had no time to throw it down. So instead he sprinted towards the village. Behind him he could hear the deep gallop of horses. He made it to the edge of the settlement just outside the fence and took shelter in one of the shacks. He heard one of them approach and just as he pushed through the drape he lunged to the side and jetted back out the door to the next shack. The assaulter followed and was outwitted again, and again, and again. Throne must have hit more than half the huts int he village sliding in and dodging his blow and sliding out. After a long an grueling night the ever pressing Chinese managed to fight their way into our small fortress and slaughter our people. Vengeance must be ours, retribution must be swift, Who will take up the call?
  5. 5 points
    Our community has many great leaders who are always willing to step up and take on the challenges of the day. Leaders who are always willing to help others by sharing ideas or experiences, by encouraging and pushing the limits of themselves the people around them and the community as a whole , or by simply being there when needed. Leaders willing to take on the tough or tedious jobs to ensure our Community has what it needs to not only survive but thrive. Any leader in this group from those who have only led a raid in a single chapter to those who have worked hard for years have all changed our Community by giving of themselves to make our Community the Great home it is! Occasionally a leader comes along whose impact is so amazing and the difference they make on our community so wonderful that we must stop and recognize them for all they do for the rest of us. Let me be the first to Thank Phyreblade for all the works she does with SWTOR Chapter, The Social Media Dept, The workforce and The Founders week Celebrations team, to name just a few. Let me also be the first to Congratulate Phyreblade on becoming our newest Templar! Looking forward to seeing all the greatness she will bring to her new role.
  6. 4 points
    The leadership here in the Covenant of the Phoenix is fantastic...fantastic yet diverse. We have a prismatic group of leaders who are different in so many ways. Some may choose to see all our differences in leadership style as an obstacle - dividing or delaying rather than unifying and progressing. However, we see our diversity as a stepping-stone. We focus on the individuals' strengths and use their strengths in a very goal-driven way within our community. We are so fortunate to have leaders like the one being appointed to Sentinel today who have joined and given us that unique edge needed to enhance our vision for this community with their special talents, talents given willingly and passionately in helping the Covenant of the Phoenix become what it is today. Like many of us, this individual joined our community as a gamer who wanted to be a part of something bigger than his or herself. Along the way, they forged the capacity to see beyond the game and understand that it is the relationships built within a gaming chapter that fuels this community in the long run. Eventually, that understanding led to their appointment to our leadership team and, after many years in positions of preeminence in multiple chapters and games, to Director of all CotP's server-side administrative responsibilities. It is an honor and a privilege to announce the promotion of an individual who exemplifies the type of leader we desire in this community. This individual clearly possesses the core leadership characteristics that we look for in a Sentinel. Xugrel, rise and be recognized today as a Sentinel of the Covenant of the Phoenix.
  7. 4 points
    It was my pleasure to approve Elric's original application, welcoming him into the CotP family. I have known Elric since he joined the CotP community and been in many of the same chapters with him. His commitment to CotP and those game chapters can not be questioned. He has shown his leadership qualities and passion at every turn. Elric has impressed both myself and many of the CotP leadership as a person that you can rely on to do what is in the best interest of CotP and its members. He has helped to make CotP what it is today. It was my pleasure to recommend and be involved in Elric's promotion to Templar. I wish to personally thank Elric for all that he has accomplished and for the positive impact that he has had on the CotP community as a whole. I have no doubt that he will continue his climb on the CotP leadership ladder and to be a positive role model for our community. Thank you my friend, for all that you have done. Please join me in welcoming our newest CotP Sentinel! It has been a long journey and you have arrived intact.
  8. 4 points
    Over the past year or so COTP has been going back and forth on the idea of a centralized Discord server. While we still really like using Mumble, Discord is slowly catching up with the available features. I know a couple chapters such as BDO and FFXIV were running their own Discord server as it has some functions that Mumble does not. While the debate between using Mumble vs. Discord is still ongoing; we have decided to officially start the COTP Discord server that we will run for the entire guild. The hope is that we will bring all of our chapters back together on a centralized server. We will offer both Mumble and Discord options to our guild members, so you can feel free to use either voice platform as you choose. The link to our centralized Discord server is as follows: https://discord.gg/aPUpz5J Generally speaking, the Discord server will follow the same rules and guidelines that we follow on our Mumble server. Obviously be respectful to everyone while on the Discord server, and follow the COTP guild charter. It's pretty straightforward, so I don't foresee many issues. If at any time you have questions about anything regarding the discord server, please feel free to reach out to October or me (Elric). ========================================================================================================================== For those who haven't used Discord, here are a few terms / features you will want to know about: First off, you probably already found the link to download it... But if not: https://discordapp.com/ Discord has a really solid mobile app available for Android / Apple iOS. You can use it to connect to the server on your phone / tablet for both voice and text chat. One of the best advantages of Discord over other VOIP clients is the security feature called the "Audit Log". This log shows every administrative action on the server, when it happened, and what user made the change. This makes everything a lot easier to track. If any problems occur, we know exactly who we need to track down and discuss the issue with. Role = The term "role" refers to the different ranks or member groups that you belong to on the Discord server. These govern what rooms you have access to, what you can do in those rooms, and what administrative abilities that you have on the server (if any). You can be granted multiple roles, and Discord will always use the highest ranked role that is assigned to your profile in regards to the room you are interacting with. Text Channel = Unlike most other VOIP clients, Discord has done a really good job with integrating text channels into the same client as the voice channels. You will see those in the top left corner of the navigation bar on the left side of the Discord client. You may not see or have access to every room there until you are registered as a member on the server. Generally speaking, those are not meant to replace the forums. The text channels are basically just for quick messages and chats - similar to a guild chat in-game, but now you can get to it even when you're not actively playing a game. ========================================================================================================================== COTP Officer Rules for Discord Given that Discord handles security differently than Mumble, the specific rules for the guild officers will be slightly different. COTP Chapter Leaders will be responsible for setting up the voice channels for their chapter (if they are not already created). They are also responsible for managing access to those channels and adding roles for their members. We are not limiting the number of voice channels per chapter, as each chapter will have their own needs and channel uses. Chapter Leaders currently have the ability to create and assign Discord roles as needed. Please keep the number of roles per chapter as concise as possible, to keep the server as clean as we can. If more than 4 roles are needed per chapter, please contact one of Administrators / Moderators. This full control is currently granted to all Chapter Leaders so they can have the freedom to run the channels for their chapter. The access is granted with the understanding that they will only use their access to handle their own chapter's channels. If they are contacted by anyone to modify channels for another channel or the general COTP chapters - they should be directed to contact the server Administrators / Moderators. Note: When creating a new channel, don't forget to create the channel with "COTP Member" access or higher. Otherwise, if you create the channel with only "everyone" access, you won't be able to edit your new channel after it is created (only server Admins / Moderators can fix it at that point). On Discord, you can only edit channels that you at least have read access to. Given that all channels should be created with "COTP Member" access unless it is for a PvP Chapter, I doubt this will happen often. COTP Chapter Leaders are also responsible for the text channels for their chapter. By default, each chapter should just have one or two channels. This is to keep the voice channels on the top part of the Discord screen, as too many text channels will be a pain to scroll through so you can get to the voice channels. Chapter Leaders can request additional channels if needed, but only on special approval from the Discord Administrator / Moderators. As with the voice channels, the Chapter Leaders will be in charge of setting up the access to those channels as they are created. When any new COTP member joins the server, we will need to register them similar to how they are registered on the COTP Mumble server. As a default, all members will be granted the "COTP Member" role. In addition to that basic role, they should also be granted any specialized role that applies to that person. For the PvP chapters like BDO, there will also be specialized roles like "BDO Member". PvP Chapters will not have general COTP access to their rooms. Instead, only members that have roles like "BDO Member", "BDO Officer", etc. will be able to access the non-public channels for that chapter. All COTP Officers that are ranked Knight or above should be granted the role of "COTP General Officer"; regardless of what chapter they are actively leading. Similar to how we handled naming on the Mumble server, they should also have their name changed so that their COTP rank is listed as their name preface. So for example as a Templar, my name will be set as "[Templar] Elric". Given that the Sentry rank is not permanent, we want to keep those titles a bit cleaner on Discord. Sentries should only be granted the officer rank for their active chapter. Chapter leaders will be responsible for removing the officer access to any Sentry that leaves their chapter or goes inactive. The AFK timer is currently set to 1 hour. We can change that as needed. I kept the timer as 1 hour, as some situations like PvP and raids may require people to not use the voice channel even if they are actively playing. There will be a COTP Forum topic set up to request new channels, roles, etc. for any new chapters that do not already have official COTP Chapter Leaders created. Alternatively, they can directly contact the Administrators / Channel Moderators on the Discord channel. Everything that is done on the Discord channel in terms of channel / user changes is noted on the server Audit Log. This allows us to follow up with anyone that has changed anything that shouldn't have been changed. Again, as mentioned above, please feel free to contact October or me (Elric) on the forums or on Discord. Enjoy!
  9. 4 points
    Some say it's a myth, others say they once saw them playing cards with Bigfoot. Nevertheless, you will all soon know the truth behind the LEGEND of the Purple Barneys. After yet another amazingly awesome PvP experience in Keshatta, the Covenant of the Phoenix and it's allies were hanging out and having a good time talking about the aforementioned pwnage and throwing a few jokes around. It was but a few minutes into the conversation when jokes about funny guild names emerged. Skjoldr heaved forth a starkly hilarious suggestion of "Barney Guild"....followed quickly be the realization that he was now somehow guilded beneath the brand new tag "Purple Barneys". In a flash of brilliance to cap a funny joke, Throne had changed the guild name from "CotP" to "Purple Barneys" with flawless timing and awesomeness. It was all in good fun....the guild name would be available to be reset in 24 hours and we would all laugh about it for a few days and then soon file it away amongst the other forgotten funnies of our decade long gaming experience.....or would we? A few moments later, the harsh reality of Age of Conan guild administrative debauchery would reveal itself in bloody fashion. No, Mr. Genius Throne wouldn't be able to change the guild name back after 24 hrs...or 48...or 72. Oh no no no, we would now get to live our fantastic Age of Conan adventures under the tag of "Purple Barneys" for a full SEVEN DAYS. The news soon reached the far reaches of Hyboria...from the server-wide chat: "who are all these Purple Barney's running around and owning me in PvP?!?!?".....then the official Age of Conan PvP Server forums: "where did all the Purple Barneys come from?". Recruitment came to a halt so screeching, it wiped out a small family of nearby chipmunks. Throne, now trying to figure out new recruitment angles using nickelodeon and disney gaming forums, was then contacted by the leader of one of CotP's closest allies....another realization was about to hit him square in his square, masculine and quite handsome jawbone. "Throne, the leadership of your long-time allies, -The Purple Dragons-, would like to know what the hellz you're trying to pull here?". After causing a server uproar, a near alliance meltdown and a recruitment nightmare, Throne thought long and hard about what he should order for lunch. Jimmy John's had not yet reached Texas, so Pizza would have to do. Much thought and very little discussion ensued, with the very clear result coming from a likely source in his good friend Damis. If at any point we were to suddenly cap off a funny guild-name joke by changing our in-game tag, we would certainly choose a much more relative and insightful name...... ....Teletubbies.
  10. 3 points
    Covenant of the Phoenix establishes a new chapter in Bless Online on May 29, 2018. The chapter is based on the North American server called Sforza under the banner of the the Hieron faction. Bless is set in a seamless fantasy world. The main story revolves around a decade-long war between two factions, the nation of Hieron and the nation of Unión. The game world is separated by different climatic zones. Players can choose their character's race and class, with race determining which faction they align with. Players can join PvP castle sieges, to advance their faction power. Winning sieges grants new quests, and resources. Faction, and race dependent role-playing scenarios are also available for players to advance their character progress Members interested in joining the fun should visit us at : Bless Online Chapter Info.
  11. 3 points
    Battle for Azeroth, the latest World of Warcraft expansion, launches today! The expansion focuses on faction warfare - Alliance vs Horde - with War Mode enabling World PVP among a number of other new features, continents and gameplay. Check out the main site and the wowhead guide for more information on the expansion. The main guild is Alliance on Dalaran and there is a Horde alt guild on Durotan and the placeholder Alliance guild remains on Ysera. Purchase of the expansion gives a level 110 character boost, so you can pick your character and jump in with us right away. Even if you have characters on other realms, the new communities feature allows faction wide chat. Check out our community information page. The WoW Chapter is also active on Discord. If you are planning on joining us, come chat with us there. See you in Azeroth!
  12. 3 points
    • Graded Mode
    • 60 minutes
    • 12 Questions
    • 18 Players
    This is the official COTP Sentry Exam. Please note that this is a timed quiz and it is not "open book". The quiz system is designed in such a way that you will automatically fail if you switch windows / tabs to look up an answer somewhere. With that being said; make sure to read the COTP Guild Charter before taking this exam. Many of the answers to these questions can be found in the Charter. Please reach out to your COTP chapter leader if you have any questions.
  13. 3 points
    There are four basic characteristics that great leaders possess. The first trait is a will to lead. Leaders want to lead. And they embrace the opportunity to do so. Second, great leaders are willing to make the difficult decisions, the tough decisions that no one else wants to make. Great leaders never pass the buck to a future generation. They confront the brutal realities. They meet them head on. They don't ignore them. They address them as best they can. It's a matter of honor. Third, great leaders believe in something bigger than themselves. People want to follow those serving the greater good. If people see a leader focused on self-interest alone, they will not follow. At least they won't follow as far as they are being asked. They won't go the extra mile. People search for someone who is willing to look at the bigger picture, to serve a transcendent good. And so, while it runs against the conventional wisdom, great leaders are also the greatest servants. Great leaders lead by serving because they believe in something greater than themselves. And finally, great leaders have a sense of humility about themselves. Ironically, those who accomplish the most are often the ones who brag the least. It is an honor and a privilege to announce that Grim has been promoted to a Guardian. Grim is a natural fit for the role, given his 9 year history with the guild and his experience in managing several guild chapters over the years as well as providing administrative support. This experience has honed his focus on the long term picture of doing what is best for the Covenant of the Phoenix community - a focus that will be at the core of the many judgment calls he will make as a Guardian. Please join me in congratulating Grim and wishing him the best of luck in his new position as a Guardian. --- ~ ---
  14. 3 points
    The Covenant of the Phoenix, along with its allies, defeated the 100+ strong Chinese army last night in CotP's first large scale entanglement involving Life is Feudal's battle system. The war is literally for the entire Buyan server. With most European and American based clans, kingships and guilds living in the northern regions putting aside their existing arguments in favor of dealing with the massive invasion of Chinese clans and influence, the Warband Allance was proactive in throwing down the gauntlet and looking to deal a blow to CPLA's city claim. The risk is certain. Win, and we reduce CPLA's city size and loot the entire enemy army. Lose, and all the gear we take into the battle is theirs for the taking. Participants on the Warband side included but was not limited to the aforementioned CotP, New France, Vanguard, RES, LR and RIP. The Chinese side consisted of CRTG, Sixgods and many of their allies. The mood in the CotP fortress was solemn. Most of us were done sharpening our blades, stringing our bows and fixing up our armor, and focused on mentally preparing ourselves for the oncoming battle. Standing around our now glorious monument, some prayed, some said their goodbyes, and all were ready to serve their guild with honor. The call to arms came out and CotP answered with the largest showing of all involved parties, as expected. Squads were created, battalions were formed and our members joined the shield wall, the assault crew, the cavalry and the archers. We had but minutes before initial enemy contact was made. Immediately, our side realized that the fighting would be in the midst of a large overgrown forest. CotP fighters grinned....this was our kind of country. We knew how to march in formation in spite of endless trees, we knew how to shoot through the undergrowth, and yes, we knew our cavalry's greatest enemy....the juniper, would be afoot en masse. The conflict started first with infantry, we established our shield wall and moved forward slowly, taking moderate damage from the onslaught of the enemy's bows and crossbows. Archer's following the shield wall, and led by CotP's "Zhek the Great" looked for the terrain necessary to gain clean angles to help progress our assault. Calvary attacked separately, flanking the enemy and distracting them from the main assault. The initial push by the shield wall proved successful, and the enemy was pushed back quickly and efficiently. Our Archers were making headway but the advance was stalled with both sides taking significant losses. The Calvary seemed slow in creating enough of a distraction due to the terrain and undergrowth. The infantry was now passed the point of no return. Losses began to pile up with several of our side falling to the endless barrage of arrows and bolts. Damage was nearing a critical point with our shields beginning to break and many wounded and bleeding. The decision to charge in and break the enemy will was made with little to no protest. Huscarl's leaned into their busted tower shields, Assaulters assumed the posta di falcone and Archer's threw their bows aside and pulled their swords. The Cavalry began to turn the tide as the infantry charge commenced. For as much damage was done to our shields, the enemy was absolutely crushed within 45 seconds of the final assault. Cavalry mopped up the retreating and defeated enemy. We took the field and the battle was won. We looted the enemy and left to go home to a hearty meal and a neat brew, or two. One night would be all the time we would have to celebrate....the fall harvest awaits.
  15. 3 points
  16. 3 points
    Welcome, what follows is, what I hope, a reasonable account of what or an attempt there of, can be involved in taking an idea from the mind to the finished product. I know I skip all sorts of steps but I hope it gives you the reader an idea of just how much can be involved. If not I hope I provided you with a solution to that nighttime insomnia. * * * I know many of us have watched a movie, a television show even a play or sat down and read a book or played a computer and come away thinking, "I could have done better", but could you? It is easy to say such things, but be honest have you ever actually sat done, maybe with a pen and pad of paper to hand and actually tried to work through what is involved? Let me use as an example, a computer game. Okay, you have an idea for a game, you grab pen and paper and jot it down, now what? Well how about a plot, not just a general overview but a plot that starts with the players entry into the game, but their passage through it to an end? Is the end finite? Does it signal the completion of the game or is it just the end that you can think of at that stage? Ah, that opens up the next question, is the game linear or open, if open then how open? Next, the stories, yes I know you have a plot but what about all those other characters that the player may meet in the game, are they just faceless drones or do they have stories? Ah now we find ourselves expanding the plot line. we have characters we meet, some are trivial or minor characters there only to provide a clue or piece of an answer, but what about others, those who play a more pivotal role, do they have a story, do they NEED a story? Okay now you have the plot line, major story and basic sub stories fleshed out it is time to start getting into the nuts and bolts of making the game. But wait, you have to create at least the background of a world, what does it look like, what different environments are there, how about towns and villages, weather? So now you have foundation of information to use to build your game. First, what system are you going to use? PC, MAC or console? Each has advantages and disadvantages. Now then, what technology is it to be based upon? ultra modern, cutting edge or a couple of months older? Why do I need to think about this, well it affects a lot of performance issues. Cutting edge will most likely have more problems since the technology is so new the full implications of how it will interact with other software, hardware and drivers in the case of PC's may not be completely understood because of the sheer range of options out there. While the slightly older technology is more mature, many if not most of the issues are already known, so there will be much fewer surprises. Okay you have decided upon your target platform, so now starts the long and hard part of creating it all. But wait, is this single player which reduces your demands and requirements or multi-player. Can you save you game state allowing for the player to pause and walk away for biological functions or is it persistent, running 24/7? If it is multi-player, how many players, can a PC for example, act as host or are you swapping data between a few discreet machine, as to action, weapon selected, spell cast and location or is it more involved. Are you expecting a large enough number that a dedicated server will be required, what about all the data and processing for the game such as combat resolution, monster movements and everything else. How much data is going to be transmitted, how big a pipe do you need just to send data at peak time, what about data coming the other way? Is the server self regulating, performing maintenance during up time or does it require the whole system to be to stopped and everything taken offline for several hours while garbage is disposed off, logs are transferred, backups are made. You will need to make double sure about data integrity, have an accident and lose every player character created because someone during maintenance made a spelling mistake could easily cost you your entire player base. Your servers are essentially huge interconnected databases, thousands, tens of thousands, potentially millions of entries long. How much performance do you require to host all those clients? Just for now we will assume that there are tools to hand that you can purchase to assist you in creating your game instead of having to write the tools you need to make your game. Right so what is involved. Well you need graphics, these are the static images you see as background but also the art work that covers everything from your character, the skin they wear, the clothes they wear, to the items they interact with in appearance. You also have to think about animations, unless you are happy with a static slideshow, you need things to move, so you have to make a mesh framework of each and every object that will move, be picked up, handles or occupy a fixed point in the world, around that you wrap a graphic so it looks like it is supposed to, but you may want to add extra realism, give it all those little imperfections that we find in the real world, so you add texture maps, which supply these slight but minor imperfections, you may also want to think about a perfect versus an imperfect look. A 'perfect' look is one that will be spotted quickly, nothing is perfect in the real world it has all sorts of flaws in the eye of the viewer, from smears and scratches to fingerprints, distortions in reflections and odd color values. So we need a light source and something to indicate where and how reflections react to our object hence you introduce a reflection map. Not so easy is it, we have a mesh, and animation model a texture map, a graphic image overlay and a reflection map on each and every object in the game. However, we were talking about animation, that means that the mesh must have discrete parts, points around which the rest rotate and move. Think of the human body, think about the range of motion in each and every joint you have, there is a lot of them in a large range of directions. However we do not need all the possible combinations, just the most common and a few special ones for uncommon actions. Sitting, standing, talking, pulling a weapons or weapons, using that weapon, etc. Now if the player character is just standing there doing nothing, them it looks completely artificial, so you write a mini script that controls what the player character does when just standing still. It could, look around from time to time, pick its nose once in a while, scuff a foot on the ground, yawn, there are all sorts of actions to consider if you want them or not and which give depth of personalty to the players characters. All right, lets say that process is well under way, now what about sound, how about music? Everything in the real world usually produces a sound. Pick up a pencil from a flat surface, you heard a noise or two even if you ignored them. The scratch of the pencil against the surface as it moved under you impetus, maybe your fingernails rubbed across the surface producing another sound, maybe you dropped it and had to try again. Music, watched a movie lately, nearly every scene had music of some sort. The movie people are not trying to push the price of the movie up or justify their jobs but they have found that a movie with music gets a better response than one without music, Watch the Movie 2001, the lack of music in the background takes a little time to notice but feel the difference, listen to the sound of an astronaut breathing inside his helmet while outside is no sound, its a little odd, eerie. In the movie industry, music is important, as it is in other industries, for with music you can convey happiness, sadness, joy, excitement, fear or terror. A well composed piece of music can sweep up the emotions of the player and take them on a roller coaster ride or lull them into a sense of peace and calm just before they open "that" door and release the hounds of hell. Ambient sound is a fun one, most modern games have them, from birds chirping in the background to the honk of car horns in the distance and the thumping beat of some backstreet stereo system several blocks away to the dull steady drone of an engine or air circulation system aboard a star ship. Lets us not forget audio cues either, such as alarms, klaxons and others indicators to tell teh player that something has suddenly happened as a result of what they just did or because they reached that point in the script where something happens elsewhere in their environment. Think about that huge steel door through which they entered the ship clanging shut even though it is half a mile away and they are now locked inside. So you have plot, storyline, background stories, a cast of characters, meshes and animation models, textures, bump maps, reflection maps, lights sources for each location, ambient sound, audio and music what is left? Well how about the display, that window through which the player looks into your game world, how is arranged, how much is visible all the time, some of the time or only when in certain specific areas or groupings. How much impact does the display have upon the system demands, does it slow the system down to a crawl because there is so much to display on top of the game display or does it hardly impact the performance. Is it fixed, is it editable, can you move all elements around, turning them on or off so a player can customize it. Alternatively you could have too much on the display at anyone time and overload the players capacity to take it all in and process it. Finding that right balance takes time and much trial and error, most on paper you hope so it does not cost a great deal. That brings up the question of an internal macro system or add-on system, allowing for creative players to add features for themselves, you will need to think hard about that for you will have to supply the language basics and some form of interpreter for the language to work within. Also how much access to internal values and data do you allow, too little and people cannot do anything worth while, too much and the game can be hacked and exploited. If you are still here in this very quick and uneducated attempt to give an insight in to the thinking behind making a movie or game, then when done, pat your self on the back, because I know I talk far too much. Let us not forget control and input systems, as these are critical, Next step, your project has been funded, you have a realistic as opposed to optimistic schedule of creation and its holding up. Your backers though are getting worried, they see their money going in but nothing coming out so you have to start the media game, you have to get out there and contact magazines, reviewers on web sites, bloggers and start talking about the next best thing since sliced bread that is two years away. Wait two years away, well its an arbitrary value but you have to start this early, and gradually build it up until that one single moment when you hold in you hand that pre-release "I hope there are no errors" final beta disk, the disk you may decide to let limited numbers of the gaming public loose upon to see what they find, what they break, and what you forgot to fix or someone on the development team finessed past your roving eye because they were having a bad day, didn't want to work on that bit of code or just could not think of a better way to do it. You beta goes well, the player testers find only 600 action items out of hundreds of thousands, many are easy fixes, but you have one or two real problem points, items that require the combined brain power of all the coders and developers. So you turn them loose with orders to fix item a and item b and ignore everything else. But your backers are demanding a return now, they are getting instant, you get threats of legal action perhaps, or maybe spurious accusations in a very polite an legal way of you taking their money and not giving anything in return. You just have too much pressure to show your game, to get it out there or throw your hands up and declare failure. So, you have no choice, you publish, you have already set up the advertising campaign, you have 30 second long adverts for TV, magazine spots selected, release parties planned, you hired Hollywood A-Lister's or B-Lister's to provide voices for your advertising campaign, lending their voice and face as a recognizable icon in the minds of the buying public. You gear your self up, send the master disc to the duplicator's, they press the disc or discs and put it together with all the nice packaging you put together, along with manuals or other materials to include in the box. It all goes out to the distributors, who send it to the retailers, with strict instructions not to seel it until such and such a date. Of course someone ignores that and puts it on sale early, not much you can really do about it if its one or two, if its a chain, you could perhaps blacklist them and cross your fingers, maybe you could try legal sanctions but don't hold your breath. Come the day of release and you stand there in front of the gaming press, smiling and laughing, talking earnestly about how good this is, how you and the team overcame all obstacles while knowing that a select few are busily working away on the first patch to fix those easy issues found in beta, when the word comes in. And... well I will stop hear, because you are already thinking about and working upon your first expansion or addition to the game, maybe working from unfinished material intended from the original game but not included because of time, cost or other reasons. I hope you have reached here for this is the end, in my poor man's attempt to give you just the briefest glimpse into the taking an idea from the your minds eye and what it may go through to become a reality. I have no idea what is actually involved and I imagine it is a lot more involved that my pitiful words here convey, but I feel fairly confidant I have hit at least some of the high points. The one thing I will guarantee is that along the way, there have been civil debates and hard, long drawn out slugging matches as two or more people argue over the best way to implement some feature or other. After all what is hard for one person may be of greatest ease to another, we are not after all, all the same. That would be boring if we were.
  17. 3 points
    Back again, fellow Guildies. Last time I weighed you down with a lot of personal information about myself and promised you a more interesting read this time around. So I figured why not look at the guild as a whole instead of one ol' little member, hmm? I'm not going to go too deep into the history of the Covenant, especially since that's already covered and way out of my time line. If you're curious about how Covenant of the Phoenix came to be, Throne has posted the first part of it's history right here. Personally, I think everyone should at least give it a look through. It's good to know your roots. Instead, I will be looking at what makes the Covenant... well, the Covenant! And a bit of what you should expect of it's future. A long time ago, in a galaxy far, far away (and yes, I have to pay George Lucas every time I use that line), several gamers put together the idea for a guild. That idea soon became the Covenant of the Phoenix. Their morals and beliefs on how one should be, even in a virtual setting, created the Charter. Every recruit reads the Charter, agreeing to abide by it's laws before becoming a true member of the Guild. In fact, before anyone can take a leadership position of any form, they must first be tested on their knowledge of the Charter and swear to uphold it. There have been times that I have actually looked to the Charter for answers on how to handle situations within our Chapter. And the Charter did not disappoint. I'm not saying it's an end all, beat all source for information. But it certainly works as a guideline if you're on the edge about something. So way back when the founders created Covenant of the Phoenix, what did they hope to accomplish? What was their driving goal for banding together? To get the 100% accurate answer to that, you'd have to ask someone like Throne. But I can certainly take a guess. Let's take my own experience with online games for an example. I've hopped through a few here and there, and I've seen a lot of horrible practices not only from players, but from guilds as a whole. I've seen Elitism, been shunned by many just because I didn't know what I was doing or wasn't a high enough level. I've been completely ignored for not having all the gear others do, and told that I would be good when I "caught up". But that's not how Covenant of the Phoenix operates. I've seen it with my own eyes, how you make the time and effort to help those who are struggling or just starting out. People who understand that real life takes precedence over trying to min/max your toon. Members offering to help push them through a hard area, play a lower level character with them, or flat out supply them with items and currency just because someone needed them. It's true that a lot of this is done as a synergy; the belief that doing this act will result in them doing the same when the roles are reversed. But that is not a bad idea to have. Look at the Officers and Elders of your Chapter. Ask yourself: "Why have they been placed in charge? What made them volunteer for such an act?". I can tell you, it's not out of any bid for power or supremacy; that's just not how we Phoenix think and feel. They do so out of a sheer love of the games they play, and they want everyone to have the most fun they possibly can. Officers sacrifice their extra play time to bring something special to your experience. To make your game sessions a little better, and help everyone in your Chapter reach their goals. Without the organization of events by your Officers and Elders, a good amount of your play experience would be gone in an instant. No more group events with random games to keep you entertained. No more organized collecting of members for large scale runs through tough areas of the game. Nothing. They are Covenant of the Phoenix. And what about the members? The folks who join the Guild, growing it's ranks. Without all of you, we would have no Guild. If none of you had decided to join us, to add your hand to the fun we all have in our many games, Covenant of the Phoenix would have died out long ago. Your Chapter Leader, not long ago, was a regular member like you. They joined because they wanted people to play with; fun people who wanted to enhance the experience of their games together. And if they hadn't taken ranks within Covenant of the Phoenix, where would your Chapter be now? The future of Covenant of the Phoenix lies within it's members, every single one of them. You are Covenant of the Phoenix. So what is in the Covenant's future? That's up to you all to decide. When it was founded long ago, I can almost guarantee that none of them thought it would become so large. Hundreds of players stretched over dozens of games, all bearing the Phoenix's tags. All holding the same virtual morals and purpose: To have fun and to help others have fun. When the day comes that the current leadership moves on, Covenant will not be gone. New people will step up to take their place, the dreams and hopes of the guild itself lying upon their shoulders. We shall look up to them just as much as we do our current leaders. And they shall continue to bring all of us together and build a legacy for years to come. I'm very new here, so I sadly did not have the privilege of meeting other members of our leadership that are no longer with us. But just glancing through the forums, even someone like myself can see how important those who are no longer with us have been to this guild. It is that kind of commitment and dedication to the Phoenix that lets me know how far we can all go. We all should shoulder such dedication to the Covenant, to uphold their dreams of how an online community must be. No one can replace our leadership team, nor should they. Instead, we take their beliefs and dreams for Covenant's future, and nurture them ourselves, to further it's legacy. The bottom line is, the Covenant will last as long as we want it to. As we continue to pave the way through our games as a group, we set an example for those that will come after us. Much like raising a child, it is our actions and attitude towards our fellow players that will determine how the newer members will act and think. So the next time you see someone yelling out in General chat for help, consider taking a break from your grinding to give them a hand. Heal or buff a random stranger in the middle of a tough fight. Ask an ungrouped player if they're looking to pair up. Because it is the hospitality and positiveness of us all that will determine just how far we go. After all, we're all just here for fun, aren't we? Let's spread it out.
  18. 3 points
    Link to Source Material Caught the story above today, and since I'm 40 it caught my attention! We (folks my age) ARE the pioneers of the video game, the generation that crossed the atlantic to found a new world, the ones who braved the wild west and settled the gamer nation: most of us teething on the Atari 2600 and Intellivision consoles of the eighties, or beginning our gaming careers on a Comodore 64 or Apple IIe long ago. We were the ones feeding millions of dollars worth of quarters into arcade games back in the day. Now, we are the ones buying the lions share of video games these days: both for ourselves and our children. We built the 25 billion dollar industry that is video gaming today. The general gist of the article was that the government and activist groups keep targeting the game industry for violent and sexually themed games saying they are aimed at children and too easy for underage folks to get thier hands on. Both of my kids were born during the Internet Age. They will never know what it's like not to have computers and the internet, not to have a cell phone, or not to have video games. They will never watch black and white TV unless it's on Turner Classics or AMC. Technology is so interwoven in thier daily lives that they almost cannot survive without it (just take away your teenagers electronics for a week and see what happens!). As with all things that could be dangerous or harmful, there needs to be regulation and safeguards in place...but it never ceases to amaze me how some people blame video games for causing bad behaviour, instead of blaming lack of guidance and parenting and common sense in most cases. We as a society have such a hard time taking responsibility for things: the gun killed him, not the crazy person wielding it...the car killed that family, not the drunk behind the wheel of it...the video game makes my kid a sex crazed violent maniac, not my lack of parenting skills and refusal to guide my child on what is real and what is not, or what is appropriate in life and what is not. Yes, media effects behaviour (that's ALL media: movies, TV, newscasts, video games, music...), but as with all things in life we as human beings have free will to make the choices between good and bad, or right and wrong; regardless of what influence we are effected by.
  19. 2 points
    Chinese tactics: Large & Small Characters War of Resources. Engage at distance first. Auto-loot Auto-aim. Infantry & pets engage only after snipers have started killing in area. Fire wagon Horse for quick response. Position distance shooters. Engage with supported wagons. Bear wagon cannons. Snipers claim as core of assault and bears push in. Loot Immediately Pass gear back to bears on cannons. Snipers lay beds on newly claimed areas. Rinse, repeat Rear of combat line is maintained. Suggested countermeasures: Labrynth style choke points. Spread resources & beds to operating bases. High Ground sniper posts. "Contest Kits" - 2x2 structure mats and bed. Quick build and camp. Flame & AOE defense posts, minimal structure - guns. Key is to neutralize bear cannons and run them out of materials. Those who engaged, please continue the topic.
  20. 2 points
    I just enrolled in Premiere so I could try out Anthem... But holy shit, it includes a lot more games than I expected. Without buying them I can play all the Star Wars games (including Battlefront 2), the FIFA games (2016-2019), the Battlefield games, the Mass Effect games, the Dragon Age games, The Darksiders games... I mean, the list goes on and on. It also looks like they are getting games added in there like They Are Billions, which I've wanted to play on Steam but it never goes low enough on sale to justify it. I didn't think much of Origin prior to today, but I'm rather excited with the 100+ games I just got access to. Even if I don't own the games, $15 is well worth the cost to play whatever game I want to play in that library.
  21. 2 points
    Tools you will need See this link for the ARKpnt Editor If you do not want to use your default paint editor or you do not already have a favorite graphics editor installed, click here to download the free GIMP graphics editor. Local "my paintings" file folder Your local saves will be in your steam folder and will follow a folder path similar to this: SteamLibrary\SteamApps\common\ATLAS\ShooterGame\Saved\MyPaintings Prepare and download customizable area In Atlas, obtain a paintbrush (on avatar) and some black paint on a grill using berries and filled water containers (leather pouch or water jug). One filled jug and a few berries will make a stack of 5 paint. For sails, equip the paintbrush and left click on the mast of a ship, the in-game paint window will activate. For tattoos, right click and select the tattoo button on the lower middle of in-game paint window. Use the thick black paint option to outline all the areas on the sail and/or avatar you would like to customize. When finished, click the save to disk button in the middle top of the paint window. Once complete, you have successfully save the pnt file to your "my paintings" folder. Open up the ARKpnt editor and load the saved ARKpnt file from the above mentioned "my paintings" folder. Once loaded, click the "Save as Image" button in ARKpnt and save a png file to the same "my paintings" folder. Now, open the saved png file in your graphic editor (I use Gimp). Here's a few examples of what you'll initially pull out of an ARKpnt file: Now do some fancy magic in your graphics editor in place and within the bounds of the above rough outlines: Now export your changes in png format to your "my paintings" folder. Once exported, load the image file into ARKpnt by clicking on the "Load image" button in ARKpnt....it will then ask to convert the image using "Ark/Atlas" colors. You'll end up with something like this: Next, click on the "Limit Colors" button in ARKpnt. This will allow you to customize what the final product will look like using the colors available in-game as well as limiting how many colors will be needed (the editor tries to fit as many colors as possible). So far, I've stuck with red/black tattoos and Red/White/Black for sails. It just makes it easier for others' to download the file in-game and make a copy. Here's a couple of my finished products: Once you are happy with the finished product in ARKpnt, click the "Save as ARKpnt file" button and go in-game. Get back to the paint editor window ingame, with the paintbrush left-click on the sail or right-click for tattoos. Don't forget to select the tattoo button in the bottom middle of the paint editor window. (if you fail to do this, the upload will come out fuzzy. Now click on the upload button: If you are missing dye, the editor will visually show you what you're missing. If you have all the required dyes, click the same button again to upload and apply the dye. The paintbrush will apply the paint automatically. There are some caveats that will cause network timeouts for some tattoo designs...I haven't figured out what exactly causes them, other than uploading less.
  22. 2 points
    We have been at it since day one, that ugly and...well, let's just stick with ugly...launch. Even through the lag muck and server instability, you could read the stars and see the potential. Right off the bat it was only for the tough, and we barreled through the glitchy log-ins, the shaky starter zones and the wretched "lawless" starting areas and found our way to the rafts. Some were able to get to our island after 3-4 hours of learning how to tack, zig zag and fight through server borders and with a full stack of human hides, and then some were finally rescued after what seemed like days of being eaten alive by scorpions and crocodiles, only to quickly get used to dying to the cold, the wolves, the alpha horses, the water, the sharks and each other's general noob mistakes. Yes, with the known developer, we did try to ARK it, or Dark and Light it...hell, we've even tried to Life is Feudal this one....and Atlas is just NOT those games. Some visuals and sounds are there, but the depth and options and functionality is just SO much more. What really took the game from just another ARK expansion to, the potential mmo of the decade, was getting out on our first schooner, the SS Skjoldr (video below). The experience was entirely PvE, but when you have 13 people packed on to a single vessel and the guys repairing the ship are as vital as the helmsman steering and the deckhands manning the sails, it became something I haven't seen in a game since our friday night flights on the Decimator back in SWG. We have had just a blast learning the game and surviving our island and our neighbors over the past couple weeks. Though it may appear as if we are well off enough, growing from 30 actives day one, to more than double that now, we absolutely could use more folks interested in living the Atlas life. Whether you are interested in navigating the high seas, captaining a brigand, farming the tundra, mucking through politics, taming elephants or exploring the massive (30-40 hours of sailing from one end to the other) world, it is all here and we have many members willing to help you get started. Here is a few screencaps and videos to give you an idea of what we have been up to:
  23. 2 points
    If you haven't already seen it, the new Ark expansion was released yesterday. The new expansion, "Extinction", takes the players back to Earth to find a ravaged homeworld with all sorts of new creatures and challenges. It seems like they've taken some popular mod content and created some massive "Titans" that function as world bosses throughout the new map. The new launch trailer: COTP does not have an "official" server right now. Currently Cecil and I run a private server for any COTP members that want to join. Hit me up via PM if you would like to give it a try! We are working with our hosting company to get the new expansion server up today. Here is the official content notes from the Steam page:
  24. 2 points
    October 6th, Covenant of the Phoenix created a new chapter in MapleStory 2 on the North America East server. MapleStory 2 will officially launch on October 10th, but people can start playing the game now if they bought a Head Start account. MapleStory 2 is a new MMORPG set in a colorful 3D block universe. Vastly different than the original game, MapleStory 2 will allow players to build their own worlds, levels, and share them with each other. The familiar Action RPG combat is back, but this time in a 3D isometric angle. MapleStory 2 takes place before the events of MapleStory, and the rise of the Black Mage. The origin of the world's life, time, and space are kept in balance through the actions of three Sages, who live in Lapenta. Dark forces, however, broke the balance and put the world in crisis. COTP Chapter Page: https://covenantofthephoenix.com/gc/25-maplestory-2/ Game Link: http://maplestory2.nexon.net/en/landing Head Start info: http://maplestory2.nexon.net/en/founders
  25. 2 points
    It's official, COTP and it's allies on "NA West - Muspelheim" have won the first round of our Rend server! Between COTP, our Illegitimus allies, and some randoms on our faction team - we crushed the opposition on our server. By the last week the other two factions had gone into defensive mode because there was really no way for them to catch up to our momentum! Last night following the final Reckoning of the server, our characters "ascended" and the server was reset for round 2. Tonight everyone on the server started from scratch, but as we had won the previous night we received more Ascension points that our opponents. This gives us a slight edge as we face off against the other two factions again. This time around we will try some different defensive building tactics, some different character specs, and new priorities for our faction research. Hopefully we can bring home another win! Come join us for some PvP / PvE action!
  26. 2 points
    Starting tomorrow, July 31st, a new survival-genre game will be hitting Early Access. We have some people who have already been testing it out in Alpha, and thus far I've heard it has some serious potential. I'm guessing we could fill out a 20-person team to really give this game a shot. In fact, Creaky from Illegitimus (an ally of COTP) has challenged us to put together a team to face off against Illegitimus on a private server! So what is the game exactly? So far it looks like a mix between survival games like Ark, Conan Exiles, 7 Days to Die, etc. and a similar model to what we hope Crowfall will be like when it comes out next year (in theory). In Rend, your character progresses through PvE gathering, quests, fighting, etc., while you build a faction base alongside your guildmates. That base will eventually come under attack from PvE mobs or PvP players depending on the type of gameplay on your server. There are official PvP servers run by the developers, and they will be allowing private servers as well. The goal of the game is to get your faction to beat out the other faction(s) on your map. Each round results in one faction emerging victorious, and then the map resets. Each faction then starts over for the next round, but everyone's character still advances through a meta-progression that grants you additional skills to use on the next round. Discuss it further on our forrums: Otherwise, here is some more info in the form of two decent videos on it: Or for those of you who prefer text over videos, here is some info from the official Rend website: What is Rend? Rend is a team-based survival game set in the fabled universe of Nordic myth. This epic fantasy world is a harsh domain where the strong ascend as gods. You must choose from three rival factions, combine forces to build your team’s stronghold, and battle foes and brutal creatures. Together, you will endure the dangers of Rend’s treacherous landscapes to discover valuable resources and powerful artifacts. With the game’s deep talent trees and skill systems, you’ll have the freedom to choose how you want to fight for your team’s victory. When a cycle ends, one faction will be declared the winner… but the end is only the beginning. Victorious players will receive rewards they can use in subsequent cycles as they ascend to legendary heights as heroes. Where does Rend take place? Rend’s setting is a fragment of land that once was Midgard before Ragnarok, the doom of the gods, shattered the world. Valhalla, the great hall of heroes, home of the dead who achieve glory in battle, can be seen decimated in the skies above. The majority of the original Norse deities died in the cataclysm and those who survived have retreated into seclusion. Rumor has it they’re amassing new armies to restore their former might and glory in the next great battle. What remains of this world is a collection of disparate environments held together by the massive roots of Yggdrasil, the World Tree. Gentle hills give way to dense forests, fungal colonies, noxious swamps, and wintry peaks, each home to predatory beasts and environmental challenges. The flora and fauna of Rend have been affected by Yggdrasil’s presence: once docile creatures are now territorial and violent while plants and minerals have developed unique properties that may be used to help or hinder by those brave enough to discover them. Warriors who find themselves on Rend must be alert and observant to survive this realm. Who am I in Rend? You begin your adventure in Rend hungry, unarmed, and defenseless. The good news is you’re not alone: in every cycle of Rend, you’ll be in one of three factions, the Order, the Revenant, or the Conclave, each equal in power and numbers. Starting with an empty faction base surrounded by a magical shield, you’ll work together as a group to discover and harvest nearby raw resources, craft rudimentary tools and weapons, and fight to stay alive. As you research new technologies and explore distant biomes, fresh challenges will present themselves from opposing factions and the brutal environment alike. Your victories both in combat and in crafting will bring glory to you and your faction. All of your activities in Rend will grant experience and with experience your path will become more clear. You may choose your warrior’s specialization by selecting two skill trees from four archetypes: the stealthy Assassin, powerful Soldier, arcane Mystic, and cunning Survivalist, each with its own abilities and weaknesses. Through your custom selection of active and passive talent, you’ll be able to contribute to your faction’s success precisely the way you want to play. How do I win in Rend? Rend serves as the proving ground for those seeking to join the remaining gods’ army in Valhalla. To stand among the gods, each faction seeks to present the gods with warrior spirits harvested from fallen foes. These spirits act as victory points and are key to your faction winning the game. Spirits are collected much like other raw resources in Rend but must be deposited at the Divinity Stone in the middle of your faction base. These structures are connected to Yggdrasil which stands in the center of the map and reflects the current score of each faction with three vertical runic sigils: the more spirits banked by a team, the higher its glowing sigil climbs the World Tree. When one team’s sigil reaches the top of Yggdrasil, they win the cycle and ascend victorious. However, achieving victory is no easy task! Rend will pit the three factions in direct competition through resource node distribution, buff-granting control points, and scheduled world events called the Reckoning. Every few days, the magic shields protecting the three faction bases diminishes, briefly rendering them vulnerable to attack. Sensing the spirits within each Divinity Stone, monstrosities called the Lost will appear. In waves, these husks of dishonored warriors will lay siege to anything in their way. During these events, rival factions have the opportunity to raid an opposing faction’s Divinity Stone, stealing their collected spirits. The time and date of the Reckoning is chosen during server selection, allowing players and each faction to prepare for the event by hardening their base’s defenses and deciding on their strategy. Additionally, the remaining gods will be observing the trials on Rend and may occasionally send down magical items to assist warriors in their trials (or perhaps to instigate battles over their loot). In rare cases, artifacts of legend once wielded by the old gods may fall from the heavens such as the Hammer of Thor, the Horns of Loki, the Steed of Odin, and other mythic items. These will imbue the wielding with godlike powers yet also make them a prime target for enemy factions seeking to claim the artifact as their own. Ultimately, every cycle of Rend, anticipated to last one or two months each, will culminate in a massive war between the three factions, ending with an absolute victor. What does winning Rend get me? Aside from the right to ascend to Valhalla and join the army of the gods as an honored hero? Well, once the gods have named a faction victorious and those chosen have ascended, all players shall be rewarded with glory per their actions in the cycle, collecting ascendancy points that allow for meta-progression between matches. The amount of points earned will largely depend on being on the winning faction but merit will be given for your personal contributions to your team. It should be noted that failing to win is largely unpleasant for your character: those warriors who do not ascend will have their spirits ripped from their bodies and sent back into the trial to prove themselves once more. Their bodies, now soulless husks, will become the Lost and wander the world of Rend driven purely by rage, instinct and a primal hunger to be one with a spirit again. Blissfully, as a player, you will only experience this as a server wipe and reset. Still, you may never look at the Lost the same way afterwards... And so: survive the untamed wilds as a team, conquer your rival factions, and ascend victorious by earning the gods’ favor through presenting them with their toll of spirits. May your faction earn its rightful place in Valhalla! Onwards, for Valhalla! Excited for Rend? So are we! Now is the perfect time to join the community, read up on our latest news, and follow our social media channels linked below. We look forward to seeing you on the field of trials soon! Read more at https://www.rendgame.com/news/article/rend-introduction#OLUhRzw5i2MuefHh.99
  27. 2 points
    If you complete Killer Queen (Horde) or From the Ashes (Alliance) (part of the pre-launch event available to level 110 characters) you can get a flying mount for both factions (a Hippogryph for Alliance and a Plague Bat for Horde). There are also World Quests in the area that award some pretty nice gear, which is perfect for characters that have just hit 110 and/or haven't been in raids and don't have a lot of decent gear.
  28. 2 points
    • Graded Mode
    • 60 minutes
    • 20 Questions
    • 12 Players
    This is the official COTP Knight Exam. We highly recommend that you familiarize yourself with the COTP Guild Charter before taking this exam. Make sure to read it thoroughly, and take notes. Why? Not only is it a good idea to know the ins and outs of our guild charter, but also because this exam does not allow you to leave the screen / tab that the quiz is on. In other words, if you switch windows to look something up on the charter, the quiz system will automatically fail you. So yeah, don't do that! Yes, this will be more difficult than the Sentry Exam. It is meant to be. Best of luck to you! NOTE: You *must* be a COTP Sentry before you take this Knight Exam. If you take the Knight Exam before fulfilling the requirements as a Sentry, your score will not be counted. Please reach out to your chapter leader if you have any further questions.
  29. 2 points
    We need 100 subscribers to get our custom youtube channel URL...Please help us get to 100....!!! Click on the link and subscribe: https://www.youtube.com/channel/UC4_o9RGzv_E_bVmQAQSRtEQ
  30. 2 points
    Sharing a poem I wrote... I recorded it for a church service in 2013.
  31. 2 points
    I personally would not get too hung up on the exact stats. With sage, I tend to run different stats than people generally recommend, and it seems to work well enough for me. For a starting point, balancing the crit and alacrity is not a bad rule of thumb (which you have done), but from there, I would make tweaks as you get more familiar with the class and see what works best. Likewise, in case you are looking online at rotations, I would also look to those more as guidance than rules. According to all the guides I have seen, my rotations are completely wrong, but, once again, it seems to work for me. The best recommendation I can provide is that if you are really looking at being an optimal anything, I would set aside the alts, and more focus on the class that you want to learn. Some people also advise going into pvp to learn to play well, though I have found queuing for random groups for flashpoints did quite a bit for me, as a good healer can make up for a lot of mistakes in the group, and can generally do well enough for most content regardless of the exact gear (e.g. rank 230 vs. 248 gear rating).
  32. 2 points
    I was a month or so into joining an established guild called "House of Blackrock" when I met Oonagh (then Audria) and created a friendship that would eventually lead to the beginning of the Covenant of the Phoenix. I was level 12 and she was level 5 on the Darktide server of Asheron's Call. I was also just recently 22 years old and rocking my way through life in the fast lane. I would love to say it was just so easy to formulate the plan that would eventually lead to this community's future successes, but that would be anything but the truth. First chance I got to make a real game-changing leadership decision, I fell flat on my face (The Rage of Angels incident), lost dozens of friends and singlehandedly cut this community's membership by 90%. Failing is pretty sucky in the moment, fortunately, it gives you the chance at winning in spite of previously failing...which is awesome. We had a really good run in Asheron's Call, and made a lot of really good memories, many of them out of really bad situations. Apparently, this community has, as a whole, taken this ability to mind-numbing levels, which has, in turn, given the ten thousand or so members that have joined us over the years some incredibly good times. Most of the reasons that this community has really worked out is already stated in the guild charter, however, one unwritten standard has definitely set us apart....If you can manage to have a good time during a really bad quest, it leaves nothing but good memories.
  33. 2 points
    We now have an AION Chapter which is accepting members, both new and old! So if you are looking for a friendly guild, want to play with old friends or just wish to play under a familiar banner then come check us out. For those unfamiliar, here is some basic information to wet your appetite! AION Aion is a rich MMORPG set in the fantasy world of Atreia. Originally requiring a subscription, Aion went free-to-play in 2012. The game has received several major updates since release, which have introduced such features as pets, player housing, and entirely new continents to explore. Unique to Aion is an aerial combat mode (PvPvE) where the two factions clash both among themselves and against NPC dragons for control over special zones and fortresses. Aion is known for having one of the most in-depth appearance customization options available via character creation. It is also built on the CryEngine. Aion Key Features: Loads of Content – game is updated with large patches, where level cap is raised and new zones/continents are added. Extensive Character Creation – one of the most detailed character creation processes in MMORPGs. Tons of Features – Aion has many different in-game systems that offer a variety of options, from mounts, pets, plastic surgery, gender changes, professions, and more. Unique PvPvE – fight against your enemy faction while also fighting against NPCs in The Abyss. Great Soundtrack – awesome music will accompany you as you explore Atreia. Read more at https://mmos.com/review/aion
  34. 2 points
    Please request to join the chapter to gain access to the private LIF section where important information will be posted. Please do not post information about our settlement or progress on the public forum. Thank you!
  35. 2 points
    http://www.swtor.com/info/news/news-article/20171002 Text of the Article: Today, we’re excited to announce the United Forces update coming November 8, 2017. This new update will add a lot of value to all the gameplay systems that contribute to great multiplayer experiences. The primary benefit of this update is that it will be easier for you to join or reconnect with friends, discover new guilds and jump into multiplayer battles. To deliver these benefits together in one update we will connect multiple servers in each region together, uniting players across the galaxy. By joining servers as United Forces, grouping becomes easy and queues for your favorite Flashpoints, Uprisings, Missions, Warzones, Arenas, Galactic Starfighter, and Operations should be much faster. The United Forces update expands your connection to a galactic-sized community of players. We will be integrating our existing seventeen servers to five new servers, one for each existing region and language. Our goal is to make this experience as simple and rewarding as possible. When United Forces goes live, we will be offering new rewards for reconnecting with friends and guildmates in Star Wars: The Old Republic. Log in and play between November 8 – November 27, 2017 to get new rewards*: Simply log in to play to get the new Mini Mogul NM-1 Mini-Pet, inspired by one of our classic Operation bosses, Karagga the Unyielding. Earn the merciless Darth Hexid Companion when you complete three PvE or three PvP missions through Group Finder by the November 27th deadline! Plus, unlock the new ‘United Forces Group Recon’ achievement when you complete three PvE Group Finder activities and get the new ‘United Forces Warzone Recon’ achievement when you complete three PvP matches through Group Finder! Finally, once United Forces goes live, get double rewards: Double XP, Double Command XP, and much more through November 14! NOTE: All achievements are unlocked in-game as earned. The Mini Mogul Mini-Pet and Darth Hexid Companion are delivered via in-game mail on November 28, 2017. We’re excited about what United Forces will do for all our players and the gameplay experience across the galaxy. Check out the FAQs below and join the SWTOR team on our Twitch Livestream on Tuesday, October 3, 2017 at 2PM PDT / 9PM GMT for more details: www.twitch.tv/swtor. We look forward to hearing your thoughts in the coming weeks! -The Star Wars: The Old Republic Team FREQUENTLY ASKED QUESTIONS Why Make the Change? Bringing players together as United Forces in larger numbers offers multiple benefits to players, first of which is the ease of jumping into multiplayer activities. Once the United Forces update is live, any group activity you would want to participate in will have a much larger volume of players queueing at any time that you are looking to play, including Operations, Flashpoints, PvP Warzones, Uprisings, and Galactic Starfighter battles. Communities of players, such as role-players, will have more like-minded players to join and play alongside. Plus, server-wide activities, such as Conquests, will have more fierce competition than ever before. What Will My New Server Be? As part of the United Forces update, your characters will be moved to one of five new servers. Existing Servers Harbinger Bergeren Colony Bastion New United Forces Server The Hot Prospect: (North America) Jedi Covenant Shadowlands Ebon Hawk Prophecy of the Five Jung Ma Star Forge: (North America) Progenitor Tomb of Freedon Nadd Red Eclipse Darth Malgus (Europe – English) Mantle of the Force Battle Meditation Darth Nihilus The Leviathan (Europe – French) T3-M4 Vanjervalis Chain Jar’Kai Sword Tulak Hord (Europe – German) How Am I Affected? It is our intent that this process will have very little impact on you or your account. Since Character names must be unique on a server, it is possible that when we create the new United Forces servers, you may need to rename your character. As part of the process of uniting the galaxy, we will communicate a specific set of rules to govern the prospective scenario where two names collide: Premium players (Subscribers) will have priority over Free-to-Play and Preferred Status players. Highly played characters will have priority over characters with less play time. To limit the challenge of duplicated names we will proactively remove names from characters that have not been played within the past 90-days or more and which are below Level 10. We know your character’s name is very important to you and so we are taking steps to ensure that you can hang on to the names you love to the greatest extent possible! The new United Forces galaxy will have no impact on your Guild, Guild Bank, Achievements, or Strongholds. While all Legacy Family Trees will reset during the update, for most players, there will be minimal impact on your Legacy. For more details on the process and rules please see the details below. What will happen to my character(s)? Currently, a Premium (Subscriber) account is allowed a maximum of 52 characters per server. Following the United Forces update, accounts with more than 52 characters on a server will be accommodated. You will still be able to access and play each of those characters. However, if you wish to make any new characters after that point, you will need to delete characters until you are back at or below the cap of 50. For Free-to-Play accounts, this process will work a little differently. Following the United Forces update, if your account has characters beyond the Free-to-Play limit of 2, then all your characters will be set to ‘deactivated’. This allows you to log in and choose which characters you would like to activate and play. Character Names In most cases, nothing will happen to your character name. Names will only be impacted when there are two of the exact same name on the new United Forces server at which point a governing system determines which character has priority: Premium players (Subscribers) will have priority over Free-to-Play and Preferred Status players. Highly played characters will have priority over characters with less play time. To proactively offset unnecessary challenges around character names, we are initiating a process of removing names from long inactive accounts. Any character that has not logged in for 90-days or more which has not progressed beyond level 10 will be flagged to rename their character. Friends List Following the United Forces update, you may see some new names on your friends list. The list will automatically update for any of your friends who changed their character name following the update. If no one on your list changed their name with the update, your friends list will be completely unaffected. Ignore List Your ignore list will not be affected with the United Forces update. Even if someone on your ignore list has changed their name, they will still be unable to contact you. Galactic Trade Network Listings Your Galactic Trade Network (GTN) listings will not be affected by the United Forces update. When you log in following the update, you will see all of your listings still intact. The update will be combining multiple GTNs together, so you may see a lot more listings than you saw previously. Mailbox The contents of your mailbox will not be affected by the United Forces update. All mail that was present in your mailbox will be there following the update. Appearance Designer “Stamped” Appearances Your stamped appearances will not be affected by the United Forces update. All of your appearances will remain in place following the update. How will Character Transfers work with the United Forces update? Players will be able to continue using the Character Transfer tool until October 24th. We will be turning off character transfers at that time in preparation for United Forces. They will once again be online shortly after the United Forces update. What will happen to my Legacy? Legacy Name and Level Since Legacy names are not unique, you will not lose a Legacy name as part of this process. However, if you have two Legacies which are brought together, the name and level of the highest level Legacy will be maintained. Ex: You have the Level 10 “Skywalker” Legacy on The Bastion and the Level 40 “Organa” Legacy on The Harbinger; these will combine into the Organa Legacy at Level 40. As always, if you wish to change your Legacy name you can do so via a Legacy Name Change from the Cartel Market. Legacy Unlocks Legacy unlocks are completely unaffected. If you have more than one Legacy, after the United Forces update, all your Legacy unlocks will be combined into one Legacy. Legacy Currencies Any Legacy-wide currencies, such as Command Tokens, are not affected. If you have more than one Legacy, we will combine these currencies together in your new Legacy. If this combination would push you over the cap, we will still grant you the currency. However, you will be unable to earn any more of that specific currency until you fall below the cap. Legacy Bank Legacy bank contents are not affected by the United Forces update. If you have more than one Legacy and they are integrated during the new United Forces update, then the sum total of the two banks will be added together. If this integration fills your Legacy bank slots, the extra items will go into a special storage called ‘Legacy Overflow’. This overflow will hold your extra items until you make space to withdraw them--you cannot place items into this overflow. Achievements All completed Achievements will remain intact. If your Achievements are integrated during the United Forces update, the completed Achievements from both Legacies will be combined. If you have an Achievement in progress, this will be unaffected by the update. If there are two Legacies which are being combined and they have the same Achievement in progress, the one with the higher progress will be retained. Strongholds and Decorations Active Strongholds will be unaffected by the United Forces update. If you have Strongholds from more than one Legacy coming together, both will be added to your list. If you have more than one of a specific Stronghold (such as multiple Coruscant Apartments), they will both be retained and accessible. If the combination of the two Strongholds takes you above the cap of eight, they will all be retained. However, you cannot activate new Strongholds until you return to a number below the cap. Decorations are not impacted by the United Forces update. If you have more than one Legacy which are combined as part of the update, you will have access to each decoration equal to the highest decoration among your Legacies. Ex: On the “Skywalker” Legacy you have 4 Basic Metal Chairs, on the Organa Legacy you have 15 Basic Metal Chairs. After the update, you will have a combined Legacy with 15 Basic Metal Chairs. It is possible that you may end up with more decorations placed than you own after the update. If this happens, you cannot place any more of that decoration until you go below your owned value. Reputation Reputation is not impacted by the United Forces update. If you have more than one Legacy which is brought together because of the update, the highest reputation between your Legacies is the value that will be retained. Family Tree All Family Trees will be reset during the United Forces update. After the update, you will have the ability to reassign affiliations freely. Cartel Market Item Stash The Cartel Market Item Stash’s current cap of 500 items will remain in place. If the United Forces update will cause there to be more than 500 items in your stash, those items can be found in your item stash. However, you will be unable to add any items to your stash until you go under the 500 item cap. What will happen to my Guild? There is no impact to Guild Banks, Strongholds, Flagships or other similar items because of the United Forces update. If your Guild name overlaps with another Guild name; each will have the name of the original server appended to the original Guild name. Ex: Your Guild “The Jedi Order” from the server The Bastion collides with, “The Jedi Order” from The Harbinger; the Guild names will now appear as: The Jedi Order – The Bastion The Jedi Order – The Harbinger Post-update, if either Guild goes inactive, disbands, or is renamed, the other Guild’s name will return to its original form - “The Jedi Order.” Conquests To ensure a clean transition of Guild battles via Conquests, we will be running the “Time of Peace” Conquest from October 24th – November 13th. Conquests will resume normally on November 14th. How is PvP Ranked Season 9 and the Leaderboards affected? PvP Ranked Season 9 will continue as planned. You retain the rank you had prior to the United Forces update. Immediately following the update, the initial Season 9 Leaderboard will appear blank. The Leaderboard will automatically update after you play your first ranked PvP match and you will once again see your name appear on the Leaderboard.
  36. 2 points
    I have played almost every MMO that has come out, be it the beta or a subscription for the last 16 years. My first was a little 2d gem called The Realm that was actually a lot of fun. Then came what I feel is the MMO that started it all, it was not the first but in my option is still the best, UO. The only game to date that made me feel as I was part of a living breathing world. Others have tried but failed and most do not even come close or even try. It's sad and I blame it on the next MMO I tried which was EQ or the beginning of the end. EQ while being 3D for the first time started the amusement park style game which WoW then copied, perfected and plagues the market still. Before EQ I never had to go collect 6 rat tails and turn them in for a reward. I just grabbed my sword, ran out into the world and tried not to die. Before EQ I never had to camp mobs looking for some drop that might take 12 hours to get. I would join my buds in an edge of your seat romp through a dungeon trying not to be killed by NPC and PKers. Scripted boss battles are the norm now, if you are the first to fight it then great the trial and error trying to figure it out can be fun. But that's not how it works, you read the strategy on the web and go through the motions, over and over and over again. End game raiding, end game? Why do I want my game to have an end? So I run around collected rat tails long enough to where I can go to some place to get some gear by doing scripted boss battles so that I can move to the next tier dungeon for more scripted fun? Blah blah blah blah. The above also started all the DPS counter BS which then alienates guild members and creates an unfriendly atmosphere. You can't come to the raid you only have a dull sword, you need a shiny one so get out. Players end up getting a superiority complex because then can follow a script better then the next guy. Way to go guys!! Leveling up to gain new skills so you can watch your icon bars and click a button once a cool down is complete is also lame in my opinion. but that's what they all do these days and when playing I find myself just watching a bar to click a series of icon rather then being in the moment. The amusement park ride gets old as you can tell by how just the members here jump from game to game looking for the one to no avail. I do not think the MMO genre will last if there is not a change in the way these games are made. Grim and I have been playing UO on a free shard which once I was back in that world reminded me of what MMOs have become and how sad it is. UO is not for everyone that is for certain, it's the wild wild west. The moment you step out of the protection of the town guards you need to be prepared to die and loose everything you have on you. Not only to PKers but even the NPCs will rummage through your gear and steal you stuff. Plus you're a ghost and will be standing next to your body watching the looting of your corpse until you can find a healer to rez you and make a mad dash back to your body. As nasty as that sounds it's what makes it so fun and exciting. Some games have tried to capture what UO had, Darkfall and Mortal made good attempts at it. Darkfall I will not comment on as well that was a living hell for me and I do not want to go back there. Mortal sadly might have done it but I could not get used to playing in the first person view. Man I could rant on for hours but I better get back to work before someone catches me
  37. 2 points
    We upgraded our forums to the new version, so you will see a bunch of changes. The upgrade turned out to be more difficult than expected, but it is finally done. The current state of the forums is a work in progress. A lot of stuff has been turned off, but that is only temporary. Please bare with us this week as we start adding features back to the forums. The good news is that the new version is really good and it will allow us to provide a lot of neat and interesting things to the forum. To make things really difficult for the Admins, not only did we do a full upgrade on the forums, but we also moved to a new web server. It will take a day or two for everyone's IP to point to this site. If you can read this thread then you are good to go. We will provide more detail about the changes to the forum and the reason for moving to a new server in a few days. It's been a long two days and I need my beauty sleep. Post your questions here or send them in a pm care of Grim.
  38. 2 points
    And now I'm officially at 5000 posts! Yay me!
  39. 2 points
    Source Material Came across this website talking about how selling virtual goods in games is more profitable that the real economy in some cases. Basically it said that gold farming and power leveling generated revenues in the region of $3 billion in 2009 and was serving as the primary source of income for an estimated 100,000 young folks, primarily in countries like China and Vietnam. It also mentions that most of the revenue from such transactions ends up in the country where the virtual value is produced, which contrasts starkly with some of the more traditional international markets, such as that for coffee beans, where the study estimates only $5.5 billion of the $70 billion annual market value ever makes it back to the producing country. Some would argue that such services cheat the system, the game publishers, and the players by giving an unfair advantage to those who would use them and returning nothing to the company that makes or maintains the game, while others see it as an acceptable capitalistic venture of providing goods or services to those who have less time to grind and wish to pay for them. Being a long time gamer, I've had varying opinions on this subject. I, like many of you, absolutely hate gold spammers in game and report them religiously, yet I have purchased virtual currency for games from these sources on occasion. I've never paid for power leveling, or for specific in game items however. I've had mixed feelings about game companies punishing the players for taking advantage of these kinds of services on a limited basis, it makes them look greedy...because they did not think to take advantage of this revenue stream. One could argue that the current wave of FTP/micro transaction games is borrowing a page from the virtual black market, lending credence to how popular and profitable this activity is! If you can't beat them... Either way, this will long be a debated topic...my only fear is that the government will at some point try to assign real value to virtual holdings and tax you for them. Don't say it can't happen here... http://www.slideshare.net/vlehdonv/knowledge-map-of-the-virtual-economy-an-introduction
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