TSW Issue #2 Update: Tonight

It’s had some delays but The Secret World is getting it’s Issue #2 update tonight (Tuesday).

The servers will be down for five hours, which is pretty reasonable for a full update.

Here are the local time conversions for you:

AEST: 9pm-2am

AWST: 7pm-Midnight

NZST: 11pm-4am

The short official blurb from Funcom:

The servers will come down for “Issue #2 – Digging Deeper” on September 18th at 11:00 GMT / 7am EDT / 4am PDT (check this link to see when this is in your timezone). The downtime is scheduled to last 5 hours.

Don’t forget you can check out the preview vid of the new content right here.

Over to you: are you excited for the new content?

BioWare Announce Dragon Age 3: Inquisition

BioWare have announced, over a year-ahead, that Dragon Age 3 is coming. This instalment is called Inquisition and it’s coming in ‘late 2013’.

Exec Producer Mark Darrah has written a brief post over at the Dragon Age website, which includes this summary of the state of play:

 

So here’s what I can confirm for now:

  • The next game will be called Dragon Age III: Inquisition.
  • We won’t be talking about the story of the game today. Though you can make some guesses from the title.
  • This game is being made by a lot of the same team that has been working on Dragon Age since Dragon Age: Origins. It’s composed of both experienced BioWare veterans and talented new developers.
  • We are working on a new engine which we believe will allow us to deliver a more expansive world, better visuals, more reactivity to player choices, and more customization. At PAX East, we talked about armor and followers… Yeah, that kind of customization. We’ve started with Frostbite 2 from DICE as a foundation to accomplish this.

There’s much more to talk about, of course, but it will have to wait until it’s ready for the prime time.

So really, the announcement is one of those “Hey, we’re working on the next game” ones, but Dragon Age fans will be pretty excited all the same.

Here’s the full press release:

BIOWARE ANNOUNCES DRAGON AGE 3: INQUISITION

The Return of Dragon Age will be Bigger, Deeper and Powered by Frostbite 2

SYDNEY, Australia– September 18, 2012 – BioWare, a Label of Electronic Arts (NASDAQ: EA), today announced Dragon Age™ 3: Inquisition, the next chapter in the award-winning role-playing game (RPG) franchise, is in development at BioWare Edmonton and BioWare Montreal. Coming in late 2013, Dragon Age 3: Inquisition combines the storytelling legacy BioWare is known for, with deep RPG gameplay, all on a brand new RPG game engine underpinned by EA’s critically-acclaimed Frostbite™ 2 technology.

“The Dragon Age team has been working on Dragon Age 3: Inquisition for almost two years now,” said Aaryn Flynn, General Manager of BioWare Edmonton and BioWare Montreal.  “We’ve been poring over player feedback from past games and connecting directly with our fans. They haven’t held back, so we’re not either. With Dragon Age 3: Inquisition, we want to give fans what they’re asking for – a great story with choices that matter, a massive world to explore, deep customization and combat that is both tactical and visceral.”

Added Flynn, “At the same time, we know we need new technology to truly make this vision become fully realized. And we’ve been working with DICE to make Frostbite 2 the foundation for the engine that is going to power Dragon Age 3.”

The Dragon Age franchise has received over 80 awards from critics around the world, and has sold over 8 million copies to date*. Created by BioWare, the property has spawned many novels, an animated film, comic books, collectibles and more since Dragon Age: Originslaunched in 2009.

For more information about Dragon Age 3: Inquisition, including updates from the development team and a letter to the fans from Executive Producer Mark Darrah, please visit the game’s official web site at http://dragonage.com.  Dragon Age fans can also receive updates on Twitter® at http://twitter.com/dragonage, or on Facebook at http://facebook.com/dragonage.

 

So over to you: given some of the bumps in the road DA2 had, are you excited for DA3 and its new engine?

SWTOR Server Maintenance 18th September 2012 (Updated)

UPDATE: BioWare have tweeted that the maintenance has been extended, with no ETA at this stage for when servers will be up.

It’s a long downtime this Tuesday night: 8 hours. It could be 1.4 dropping though it seems a little early for that. Either way you won’t be having any quality SWTOR time this Tuesday.

Here are the time conversions:

AEST: 5pm-1am
AWST: 3pm-11pm
NZST: 7pm-3am

And now for the official blurb from BioWare:

 

Hello everyone, we wanted to let you know that we will be performing scheduled maintenance for eight hours on Tuesday, September 18th, 2012 from 2AM CDT (12AM PDT/3AM EDT/8AM BST/9AM CEST/5PM AEST) until 10AM CDT (8AM PDT/11AM EDT/4PM BST/5PM CEST/1AM AEST). All game servers and SWTOR.com will be offline during this period. This maintenance is expected to take no more than eight hours, but could be extended.

This weekly maintenance is done in order to make general improvements and to check performance of the game so that we can continue to provide a consistent, quality experience. Quite often (but not always) after a maintenance period there will be a patch to download. After the maintenance, please login via the launcher to download the latest patch. If your launcher was open during the maintenance, you must close and reopen it for a fresh login.
Scheduled Maintenance

Date: Tuesday, September 18th, 2012

Time: 2AM CDT (12AM PDT/3AM EDT/8AM BST/9AM CEST/5PM AEST) until 10AM CDT (8AM PDT/11AM EDT/4PM BST/5PM CEST/1AM AEST)

All game servers and SWTOR.com will be offline during this period. This maintenance is expected to take no more than eight hours.

Thank you for your patience as we maintain service for Star Wars™: The Old Republic™.

Over to you: are you putting money on 1.4 dropping?

GW2 Hits 2 Million Copies Sold: Just The Beginning?

For those (like me) that missed the press release, NCsoft have announced that sales of Guild Wars 2 has broken the 2-million mark. It’s a milestone for sure – some cynics say they’re surprised it took this long, but there’d have to be a great deal of happiness at NCsoft and ArenaNet on the achievement.

Predicting ongoing sales numbers is a bit like tea-leaf reading, but my feeling is that this is the first of many growth milestones for what is a very engaging game. What do you think?

The press release in full:

GUILD WARS® 2 SALES BREAK TWO MILLION UNITS
Critically-acclaimed online RPG quickly surpasses milestone after re-opening sales
NCsoft®, the world’s premier publisher and developer of massively multiplayer online games (MMOs) and ArenaNet, developer of the renowned  Guild Wars franchise, has announced that the chart-topping MMO Guild Wars 2 has sold more than two million units. Despite temporarily halting first-party sales and replenishing retail stores to maintain an optimal player experience, Guild Wars 2surpassed the two million sales milestone shortly after turning sales back on.

Guild Wars 2, which launched just over two weeks ago, has captured the imagination of the gaming community around the world. With peak concurrency regularly exceeding 400,000 players and first week sales that placed it at the top of the All Formats charts across ten European territories, it’s clear that demand for the game remains high.

“Reactions from around the world justified the time and care we put into developing Guild Wars 2 and making it into the game it is today”, said Mike O’Brien, president and co-founder of ArenaNet. “And this is only the beginning. We’re continually fine-tuning the game to deliver the polished experience that our players expect, and we’re already working on new adventures and experiences to introduce into this truly dynamic online world.”

Flash Point 41: Short Rant Is Feasible

We’re back with some good in-depth chat on SWTOR 1.4, TSW Issue #2

Points of discussion:

SWTOR
– 1.4 update on PTS
– Shout-out to Jem for her great Mercernary/Commando 1.4 expert panel
– Speculation on 1.4 dropping this week
– Remaining active SWTOR podcasts discussion (Reddit link)

GW2
– State of the Game updates
GW2 Economy post
– GW2 forums
– approach to client updates
– general impressions

TSW
Issue #2 content update
– general impressions and having fun in Polaris and Inferno

WoW
– Patch 5.05
– Theramore event
– Pandaria anticipation

Marvel Heroes
– quick progress update

Wii U release schedule in Australia

– Shout outs for our forums, Facebook page, Twitter account and Simon’s Twitter account.

Please review or rate the podcast on iTunes if you can – it makes a huge difference!

Listen via iTunes or right here:

The Third Edge: 1.4 Balancing for Mercenaries / Commandos

The Third Edge is devoted to everything Bounty Hunter and Trooper. Our resident guru in the area, Jemima, knows her stuff and what she doesn’t know she knows where to find it. Drop Jemima a line if you have ideas for future columns!

The news of coming Mercenary/Commando changes in 1.4 has been out for a day or two now and as usual the ‘balancing’ is nothing if not contentious. To this end, I’ve put in my own two cents and assembled a few of SWTOR’s leading theory crafters in the world of all things Mercenary and Commando to give us their ideas, insights and predictions as to what these changes are going to mean for all of us.

The Expert Panel:

JEM plays Jet, a Valor Rank 73 Mercenary, as well as a Shield Tech Powertech on the Dalborra server and is GM of Aftermath, a leading 16-man progression guild.

KRIPT is one of the Dalborra server’s most renowned PvP Mercenaries and a member of Notorious Synergy.

AERRO is an Arsenal Mercenary and an officer of Chosen, a 16-man World Progression guild on Prophecy of the Five and is the author of the MMO Champion guide  ArsenalBountyHunterAreYOUDoingItRight?

Onto abilities:

Electro Dart and Cryo Grenade now have a 10-meter range

Jem says: This is a nerf. To be able to use our one and only stun we now need to be in melee range, and that’s exactly where we don’t want to be.

Kript says: This change was more for the Powertechs but has also affected Mercs / Commandos. BioWare should have noticed this and changed the range back to 30m for this AC.

Aerro says: If I looked at this without taking all things into consideration, this is most definitely a nerf. We may or may not have gained things to offset this nerf, but overall it is a nerf. Our utility in Huttball (Arsenal/Gunnery) already felt minimal.

 

Using a crowd control ability on an already controlled target now applies reasonable Resolve gain values by comparing the incoming control effect to the greatest of existing control effects. As a result of these Resolve changes, unorganized teams will no longer pay huge penalties for overlapping control effects at critical moments.

 

Jem says: Resolve won’t fill up as quickly allowing more and longer CC times. Fantastic if you’re the one dishing it out. Not so great if you’re the recipient. I think Bioware intended them to be Marauders/Sentinels, but I have a nagging suspicious we’re going to be an unintended casualty here. Beyond the universal 2-minute release from everything, most classes can free themselves from at least some forms of cc every 20-45 secs. Yet we can only Degauss once every 2 mins if talented.

Kript says: This is something I need to see for myself when 1.4 is out. Resolve has always been a touchy subject on the forums and I want to test this before making judgement.

Aerro says: In a way I am glad for this change. Even when queuing with 3 others, you get players on your team with poor CC knowledge that sometimes change the match for the worse. However, Mercs/Commandos are going to soon be on the low end of this change. Having Tracer as our primary, getting interrupted means running around in fear for what seems like forever. Adding in the CC changes means we will now run around in fear followed by being CC’d while we watch our friends die.

 

Mercenaries and Commandos now have a 30-meter interrupt, Disabling Shot. This ability interrupts the target’s current action and prevents that ability from being used for the next 4 seconds.

Jem says: Look, an interrupt is a good thing. Healers should no longer be able to kill us with the same speed a Marauder/Sentinel or Sniper/Gunslinger does and it’s a meaningful change for PvE. But I’ve been a long-time proponent of that fact that an interrupt was not going to be our panacea in PvP. Our dependency on Tracer Missile/Grav Round makes us a one-column temple. We need a way to stop being interrupted far more than we need a way to interrupt others.

Kript says: Well it’s about time, right? We have been asking for one on the forums for months and the amount of times I’ve been rejected from a raid group or rated WZ because of no interrupt is staggering. Good move BioWare.

Aerro says: I whole-heartedly agree with what Jem has stated. An interrupt being added to our skill list is definitely a nice PvE change, especially for those of you who raid in an 8-man environment. Having more interrupts readily available is a positive for this. As for PvP, our utility was to put the pressure on the healer or DPS and use melee as the interrupters. It may be a 12-second cooldown, but I would much rather have an ability that made Arsenal Mercs / Gunnery Commandos immune to interrupts for a select duration. Bodyguard Mercs / Combat Medics already have that with Energy/Combat Shield, so I much would rather have a talented form of that.

 

Afterburners / Concussive Force: Rocket Punch / Stockstrike now immobilises the target for 4 seconds instead of knocking it back. Damage caused after 2 seconds ends the effect.

Jem says: This was the change I was looking for – an immobilisation ability I can near on spam.  But I needed it IN ADDITION to the Rocket Punch knockback.

By my calculations I need around 24 seconds of casting time and 30 seconds total to kill an opponent with decent gear and a few abilities that mitigate or offset damage – like bubbles, heals and temporary immunity. Surely balance in PvP is giving me the potential to do that and then relying on my skill to achieve it? This change gives me about half that time and replaces a knock-back (which most classes can’t mitigate) with immobilise (which many can). It’s actually a big, fat nerf and it makes ledges in PvE HEAPS less fun.

Kript says: I’m against this move and I’ve gotten very heated on the forums about this. The knock-back has been a huge part of my play style. As a ranged class we need to keep our distance from a target and, yeah sure, we can run back, but other classes have something to close that gap, ranged can keep shooting, Powertech / Vanguards can pull us back and others can leap to us just  few seconds after.

I would have loved to have seen it changed to ‘Rocket punch knocks target back and roots target for 2 seconds’. BioWare have let Mercs down with this change.

Aerro says: I’m not quite sure why this change was even added. The suggestion forums exist for a reason (so I thought), and nowhere did I see this as one of the major suggestions offered by the community. A root is great, but not when our kiting abilities are already lack-lustre. Rocket Punch / Shockstrike was a great way to cut a few GCDs out of melee on you, but now it seems only useful if you’re *running*. Rather than give us more of a reason to run, I would appreciate something that stopped us from having to run, such as a knock-back that roots the target when talented.

 

The knock-back previously caused by this skill generated enough Resolve that it was actually detrimental to the Mercenary / Commando’s ability to further escape the attacker.

Jem says: Interesting. I wonder if an external factor forced them to switch to an immobilise rather than change the amount of resolve applied by knock-back.

Kript says: Was resolve the issue here? In PVP you want to time everything and when you knock them back you want to make sure your target isn’t coming back right away, by staying on high ground and knocking them off. Well then, resolve wasn’t an issue.

Aerro says: Generating half a resolve bar for a Rocket Punch knock-back was absurd to say the least. If it were cut in half or just removed, I think the community would have appreciated that more than having the new version. Again, more emphasis on Arsenal Mercs / Gunnery Commandos having to escape targets instead of ‘manage’ them.

 

Tracer Lock / Charged Barrel: Now each stack additionally reduces the activation time of your next Healing Scan / Advanced Medical Probe by 20% per stack.

Jem says: This one is my absolute favourite!! I would argue that if I can get 3 tracers off on the same guy and keep the stacks up I probably don’t need to instantly heal myself for less than a med pack. But, I didn’t think it was possible to link another thing to Tracer Missiles / Grav Rounds, let alone a heal, so well done there. Completely unexpected. [/sarcasm]

Kript says: This got me excited! A 3rd instant heal, if used right. A 5-stack takes no time to get up. Add that with a Power Surge / Tech Override heal and a WZ med pack we can get 10 -13k health back in no time at all. Some may think it’s a little OP, but I guess we will see.

Aerro says: After testing this on the PTS, I can say that I definitely love this change. I haven’t had a first look into its affects in PvP considering there were zero queues, but I can imagine that it is probably one of the greatest strengths of this patch. As for its usage in PvE, unless heals are seriously scarce, its most likely going to be avoided by those trying to maintain their highest DPS possible. It does get rid of your Tracer Lock stacks on use, so ‘wasting’ it on a heal will not only take away a GCD from your rotation, but also nerf your Rail Shot in the process.

 

Pinning Fire: This ability’s snare has been increased to 70%.

Jem says: I’ve never really noticed the effect of this in PvP, maybe the extra 20% slow will make a little difference but it’s only for 2 seconds, so I don’t think it’s going to be a game breaker.

Kript says: I personally don’t use Pinning Fire. I’ve felt the slow isn’t really needed in PVP because of too much open space and not a lot of room to kite.

Aerro says: This change does not seem like a buff, but more so a form of balancing. Expect to see little to no results from this change, so take this ‘buff’ lightly. The only benefit of this talent seems to be against melee… who aren’t after you. Most melee have a major gap closer, so slowing them down doesn’t change much, especially if their gap closer is a leap. It’s still a positive change so I’ll take it. It’s better than nothing, right?

———-

Over to you: what are your thoughts on the 1.4 changes?

Guild Wars 2 Economy: Metrics Update

Click on image for full size

John Smith from the GW2 team has provided an interesting blog post on the state of play with the GW2 economy.

He covers off the Trading Post, supply and demand and economy exploits in some detail.

I found the most interesting bit to be the supply and demand issue, where John gives some insight on how interventionist ArenaNet are being:

We’ve noticed several markets that are clearly out of sync in terms of supply and demand. It isn’t interesting or fun to have a market flooded with items that contain very little value, so we’re making adjustments to the game every day. Players can expect to see these markets even out over time.

While adjusting the supply and demand will bring markets closer to non-vendor based equilibrium, there is still the matter of massive surplus of some items. To address the surplus, we’ve created some new, limited-time Mystic Forge recipes that use these items. These recipes create boxes that give chances for gold and some cool items.

Of course, all MMOs have interventions in their economy, but this seems to be some pretty formalised stuff. The graph you see above (click on it for the full size), shows the character gender spread in the game (roughly 60/40 to males), and the breakdown of professions, races and crafting. You can read the full blog post here.

Over to you: how are you finding the GW2 Trading Post so far? Have any tips to share?

Wii U Australian Release Date Confirmed

For those like me who love a bit of Nintendo action, you’ll be pleased to know we have some more info on the Wii U and its release date and pricing in Australia. It’s an iconic console and it seems that’s not about to change with the latest update to the franchise.

A launch was held at midnight last night, with the following snippets provided:

1. 30th November 2012 is the release date

2. There’ll be two ‘packs’ you can buy. Either:

A Basic pack which includes a
– Wii U Console (White)
– Internal flash memory 8GB
– Wii U GamePad (White) x1
– Wii U GamePad stylus (White)
– Wii U AC Adapter x1
– Wii U GamePad AC Adapter x1
– HDMI Cable (1.5m) x1
– no sensor bar included – but you can use one from your old Wii or buy one separately
PRICE: AU $349.95

OR

A Premium Pack which includes:

– Wii U Console (Black)
– Internal flash memory 32GB
– Wii U GamePad (Black) x1
– Wii U GamePad stylus (Black)
– Wii U GamePad Cradle
– Wii U GamePad Stand
– Wii U Console Stand
– Wii U AC Adapter
– Wii U GamePad AC Adapter
– HDMI Cable (1.5m)
– Sensor bar x1
PRICE: $429.95

3. As far as games go, the only confirmed available for launch day itself is Nintendo Land, but a bunch more games are due out pretty soon afterwards: New Super Mario Bros U, Rayman Legends, Zombiu, FIFA 13, Mass Effect 3: Special Edition, Call of Duty: Black Ops II, Wii Fit U and SiNG

4. You can play “almost all” Wii games on the Wii U

5. Other features of the console include:

Miiverse

Miiverse is a brand new network communication system that lets gamers from around the world share experiences, discuss games and discover new content.

Using their personalised Mii character, players enter Miiverse and see games, applications or entertainment content that either they have interacted with recently, expressed interest in learning more about or that their friends are using or discussing.

From here they can challenge their friends to play together, ask a question about a difficult level or discover new elements of their favourite games they never knew existed. After a notable achievement or other share-worthy moment, players can pause their game or application and seamlessly post messages to the Miiverse community.

TV Remote

The Wii U GamePad may also function as an infrared TV Remote, whether users are watching TV or playing a game.
Near Field Communication (NFC)

The Wii U GamePad has the ability to communicate wirelessly with objects that are held above it. This allows for a variety of interesting new possibilities for games and activities.
Nintendo eShop

The digital storefront for Wii U will be available at launch and offer a variety of content for people to download and enjoy. Consumers will also be able to purchase and download select games that are also available at retail stores.

There are plenty of ways to discover new games on Nintendo eShop:
you can watch trailers, view charts based on popularity, or search for games using a variety of search filters.

Video Entertainment

Nintendo is working with other partners to bring video experiences to Wii U that will take advantage of the integrated second-screen experience. Additional details will be released at a later time.
Video Chat

Using the built-in camera of the Wii U GamePad, people can communicate with other Wii U owners in real time.
Internet Browser

Wii U comes with a browser that lets people with a wireless Internet connection surf the Internet from the comfort of their couches. Using the simple controls on the Wii U GamePad, it’s possible to display your favourite web pages on the TV to share with family and friends, or just browse the web on the GamePad without using the TV. You can even use the browser when you are in the middle of a game!
Compatibility with Wii games

In addition to being able to play almost all Wii games you already have, you can also continue to use your controllers and other accessories such as Wii Remote Plus (and Wii Remote) controllers, and Nunchuk controllers.

Please note: excludes some software and accessories.

I for one am counting the days until I can play the next iteration of Mario Kart. Please Nintendo, tell me you’re working on that as we speak… I’ll also now have no excuse not to play Mass Effect 3 and Call of Duty – aside from money to buy the damn games of course.

Over to you: how appealing is the Wii U to you?

[via Nintendo AU]

Oceanic Soap Box: Weekend Game Time

Ahhh, weekends. Most of us love them, and aside from some very unlucky souls who may have to work every weekend, t’s usually a time we can allocate a slot of time for gaming.

Which leads to our soapbox topic of the week: do you get more playtime on weekends and if so how do you schedule it? I’m looking at you mothers and fathers out there as well: how do you get some game-related fun time in amongst everything else?

2

SWTOR: PTS Patch 1.4 – Update 1

For all the PTS fiends out there, here’s the update that’s dropped on the PTS in the past day:

Flashpoints and Operations
Flashpoint: Lost Island

  • Transgenic Sample Eleven’s overall damage has been decreased in Story Mode.
  • Project Sav-Rak no longer spits Rak Rot in Story Mode.
  • In Story Mode, Doctor Lorrick no longer casts Satchel Charge, and Corrosive Smash’s cooldown has been increased.
  • Doctor Simlo and Doctor Proxinus are now easier to defeat.
  • LR-5 Sentinel Droid’s Discharge now gives players a 4.5-second warning in Story Mode (and a 3-second warning in Hard Mode) before activating its ground effect. Players can now move the impending effect away from the group or tank. Plasma Arc no longer has an activation time and is executed while moving, and Incinerate is correctly marked as area of effect damage.
  • In Story Mode, LR-5 Sentinel Droid’s Discharge ground effects have a longer duration before growing in size, and it is limited to 3 active effects at one time. Incinerate’s damage has been reduced, its damage over time effect can be dispelled, and it is now only applied to its primary target (instead of nearby targets).

Operation: Terror from Beyond

  • During the Machine Core encounter, the correct (lower) number of Regulators spawn following the orange phase.

Missions and NPCs
General

  • The visual effects for several interactable mission objects in the world now display correctly. This fix allows progression in some missions that were previously blocked by an unusable mission object.

World Missions

Ilum

  • Darkness on Ilum: Players can now interact with the Heating Control item in order to progress on this mission.

Class Missions

Jedi Consular

  • Shattering: Nadia Grell can no longer be summoned before she is rescued during this mission.

PvP

  • Corrected an issue that could cause the game to crash when accepting a Warzone invitation.

Space Combat

  • Engaging in missions in Hutt space (Imperial) and the Coreward Worlds (Republic) no longer causes the game to crash.

Miscellaneous Bug Fixes

  • Lowered the volume of some vociferous training droids on Korriban.
  • The character model now renders consistently when attempting to create a new character.
  • Corrected some typographical errors.

The Oceanic Gamer Needs You!

The time has come again to put out a call for anyone interested in writing for The Oceanic Gamer. As we’ve grown to cover a range of MMOs, we’re as keen as ever to get opinionated gamers involved in getting their thoughts out there.

Before you say “nah, I’m not much of a writer”, please read on. Here’s who we’re looking for:

1. Someone who plays an MMO regularly – you don’t need to be hard-core by any means, but a good familiarity with the game is a must. Which game doesn’t really matter, as long as it’s got an active community. Whether it’s WoW, Rift, TSW, GW2, World of Tanks or CityVille, we’re interested! Ok, we’re not totally serious about CityVille.

2. Someone who writes well – don’t be TOO hard on yourself here. Your work will be edited for the spelling or grammatical errors, which is fine. All we ask is that you can string sentences together in an engaging way and not require extensive re-writing / correction by your friendly editor.

3. Someone who writes regularly – we’d be looking for people that can contribute a minimum of a 400-600 word article each week or fortnight. Monthly gigs will be seriously considered as well, as will guest reviews or opinion pieces if you can’t commit regularly.

4. Someone who has a volunteer sense of spirit: unfortunately TOG is financially a loss-making outfit, albeit a successful one with lots of traffic. If revenue increases, you WILL be sharing in that equally with the other writers on the team. In the meantime, expect the odd bit of swag or attendance at a game-related event representing us, if the opportunity arises. And yes, you do have a byline to tout to much richer publications than our humble selves. Finally, you’re welcome to have a link back to your own blog or related web undertaking in each of your articles.

As far as topics go, we’re looking for people interested in writing on:

1. SWTOR: healing, Operations walk throughs, random opinion pieces (we already have a great guild writer – thanks Jem!)
2. Guild Wars 2: any topic area you like!
3. WoW: class columns, raiding, guild profiles, PvP (we already have a great WoW columnist – thanks Luke!)
4. The Secret World: general news, cabal profiles, dungeon tips, PvP
5. A webcomic (if you’re an artist looking for a writer, drop us a line)
6. A machinima column with some good embeds to YouTube / Vimeo etc
7. Opinion columns on gaming in general
8. General news reporting (we already have a great general news guy – thanks Toby!)
9. Any innovative idea you want to put forward!

If you’d like to express interest, here’s what you do:

1. Use our contact form and provide the following info:
– ideally submit a sample of your writing or at least a pitch on what you’d like to write and why
– tell us a little bit about yourself – similar in vein to the bios on our About page.
– what day and time of the week is best for you to submit a column
2. Wait patiently for us to get back to you – it should only take a day or two.
3. See points 1 and 2.

Please, have a think about getting involved – don’t be too harsh on your writing ability. Leave that to us!

The Secret World Issue #2: Content Update Video Preview

It’s arrived: in the next number of hours we’ll see the latest content update for TSW drop. Ahead of that, Funcom have released a tasty developer preview of what’s coming. It’s narrated by Lead Content Designer (and by the sound of his voice, expatriate Aussie), Joel Bylos:

So the summary of new content highlighted in the video:

1. New missions including investigation missions, an auxiliary weapon mission and Lair action missions
2. New auxiliary ability wheel
3. Rocket launcher abilities: Big Red Button (large damage single focus), Cluster Strike (AoE)
4. 8th ability slot
5. Ockham’s Razor barber shop in London (change hairstyle and makeup – double the number of hairstyle than currently)
6. Modern Prometheus in New York (for a facelift)
7. Nightmare modes for new dungeons: The Facility and Hell Eternal

For those at work or other locations where YouTube’s an issue, here’s some assorted pics from the new content (click on pics for full size):

Fancy a facelift? New York’s the place to go…

Facelift Part 2: The Barbershop in London

Rocket Launcher as ‘diplomacy’ with the Secret World

More diplomacy

I feel all United Nations right about now…

Over to you: do you like what you see??