Elder Scrolls Online – Pillage, then Burn!

It’s Patch Day for Elder Scrolls online! The new DLC, Dark Brotherhood, will be available… well, it will be available when it’s available. You know how Patch Day goes. There was a patch, then an emergency patch to patch the patch and…

Suffice to say, I’m writing this article instead of playing in the new Dark Brotherhood content. (Which will feature, among other things: Assassination bounties, poison-making, and CRAFTING BAGS!)

Crafting Bags… mmmm….

Where was I? Oh yes. This article, while not necessarily thoroughly planned out as such, is going to be chock-full of interesting and fun tidbits, as well as a bit of fan-girling.

One of the things I love about this game is, you can take or steal just about anything. (SO MUCH LOOT!) Of course, there are consequences to stealing. If someone sees you, you get a bounty put on your head. Too high of a bounty, and the guards will kill you on sight and take your ill-gotten gains.

It is with this in mind that I remind you all: Pillage and plunder first, THEN burn.


Pillage first…

THEN burn!


And unlike “other games,” the destruction you wrought doesn’t simply fade away, leaving you wondering just wtf was the point. This is another stable I returned to about 10 minutes later. The fire has caught nicely.


Barrels, sacks, and crates aren’t the only things you can loot. We’ve also got little troves of treasure, just waiting to be plundered. This is what a “Thieves Trove” looks like in the world.


You are warned that it is theft, with red lettering instead of white.


Of course we stole it! The booty:


When harvesting nodes in the wild, you can leave the “Role Play” aspect in tact, and just hunt for things to harvest. Here is a shot of what some of the harvestables look like if you stumble across them:


They’re quite easy to miss (except the blue ones), so if you have no patience for the hunting-gathering and just want your shiny lights to show you where in Sam-Hill your gatherables are, fear not! There’s a skill point for that.


Ahh, that’s better. It also makes night-gathering a breeze.

If you’re REALLY lazy, there are in-game NPCs to gather for you, once or twice a day. They don’t bring in much, but sometimes they send the rare items. You don’t actually see them in game, but their presence is made known through their letters, which are often tiny little story-arcs all on their own. My enchanter employee has had a bit of a rough time of it at the local tavern, as you can see:

cropped memo

There are all kinds of things in the world of Tamriel to discover and explore.

Come join us!


Loading Screen

Polrena Reviews… Elder Scrolls Online!


Graphics/Sound: 4/5

PVE: 4/5

PVP: 4/5

End Game: 4/5

Community: 4/5

Elder Scrolls Online: From the Wikipedia: “The Elder Scrolls Online is a massively multiplayer online role-playing video game developed by ZeniMax Online Studios. It was originally released on April 4, 2014 for Microsoft Windows and OS X. It is a part of The Elder Scrolls action fantasy video game franchise, of which it is the first open-ended multiplayer installment.”

Elder Scrolls Online is an online, multiplayer version of the Tamriel world, the same world found in the beloved games Morrowind, Oblivion, and Skyrim. I’m delighted to say the current version of the game has captured much of what made Skyrim so playable.

Gold: the standard, in-game monetary unit.
Crowns: Purchase with Real Money at the marketplace. Can be used to purchase vanity items, Downloadable content expansions, and trifles.
Alliance Points: Currently gained from PVP experience, used to purchase PVP potions, PVP things, siege items, and more.
Tel Var Stones: Honestly, I have no idea. I must not have gotten that far yet.

Elder Scrolls Online (Hereinafter referred to as “ESO”), is a “Buy to play” game, with optional subscription and expansion choices. You must purchase the game, either online through the website or through associates such as STEAM, or a hard copy version from your favorite gaming retailer. It runs about 60 US dollars for the basic game. After that, your online experience can be completely free: no monthly subscription needed, and many players choose this. There is PLENTY of content without the additional expansions, especially in the first few months of playing. There are, however, additional purchasing options. You may purchase Crowns with real money, allowing you to purchase downloadable content (“DLC”), otherwise known to most gamers as expansions. These expansions —err, DLC— are forever accessible if purchased via Crowns. The other way you can go is to purchase a monthly subscription – which I have – which grants access to every DLC, for as long as I have my “ESO Plus Membership” subscription. When the subscription ends, so does the access to the DLC. The neat part of this is, your monthly subscription gives you 1500 Crowns! You can save up your crowns and purchase the content if you want to end your sub, but keep the expansion content. There are currently three expansion/DLCs available: The Imperial City, Orsinium, and Thieves Guilds, with a fourth, The Dark Brotherhood, planned for late May.


Elder Scroll Online’s graphics are breathtaking. I expected a shoddier, rougher look than Skyrim, and was pleasantly surprised with the feel and detail of Tamriel. I don’t have a high-end computer, but I can run high graphics without Lag, which impressed me even more. No sacrificing graphic quality for performance! The movement impressed me, as well. The grass moves like grass. NPCs move around like people and have conversations with each other that don’t inlcude you. Butterflies and frogs and fireflies zip around (which you can catch!) adding to sense of a living, breathing world. The zones are intelligent, so you aren’t stepping from desert to arctic wasteland to jungle inside 5 feet. It’s probably the most beautiful game I’ve played.

Sounds and music are above average, with a minimum amount of sound options available. The music background music is neither irritating nor exactly inspiring, but the changes do let you know whether you’re in combat or out, in a town area, or near goodies like thieves troves, so the musical cues do their job well. As near as I can tell, the bards only know two songs, which I call “Red Diamonds” and “Sway as We Kiss.” The game tries to fool you by sometimes playing the songs without lyrics, but those minstrels don’t fool me one bit. I’ve spent enough time in the taverns to know “Red Diamonds” when I hear it! If I had one complaint about the game, the bards’ limited repertoire would be it.

Pros: Pretty!

Cons: Red Diamonds!

Random flavor skeleton in a corner
He must have played “Red Diamonds” once too many times


Currently, the leveling system is: 1-50 regular levels, then 1-16 “veteran” levels, with a “Champion” point system at the vet level. However, vet levels will soon be going the way of the dodo, leaving us with levels 1-50 plus champion points.

During your leveling from 1-50, you earn two sets of points: attributes and skills.

Attributes are health, magicka, and stamina. Like every MMO ever, your health affects how much damage you take before you die. Magicka is both how many spells you can cast, and how effective they are. Stamina is the non-caster version of stamina, for the sword and bow types. You can pick where to put your attributes, which makes for some interesting build choices. Want a stamina sorcerer? Sure, why not. A magicka tank? Anything you want, buddy. You aren’t even limited to what kind of armor you can wear. Put that healer in heavy armor, if you feel like it!

Skill points are something else entirely, and you put them where ever you want to. You can put them into spells, crafts, armor, passive skills, whatever the blast you feel like putting them into. (Pro-tip though, you’re going to want a bunch in your class abilities. You could probably get away with your basic attack, but I don’t recommend it.) While you only get 1 skill per level, you also get skill points for completing certain quests, killing some boss mobs, or you get 1 skill point for every 3 “Skyshards” you find in the world… and there are a LOT of them out there.

Champion points, which you start earning at 50, are extra little perks such as extra resists, faster regeneration of magicka, health or stamina, extra critical power, and the like.

Questing: Yes, please! None of that annoying “Go here, kill X mobs, rinse repeat” from ESO! Like Skyrim, you have objectives, yes, but the mobs you kill are incidental to the objective, and are usually only because they’re in the way. There is lots of talking, and clicking on things to make them go, puzzles to solve, helpless men to rescue… The main story runs throughout, with side quests in addition to alliance quests that run tandem with the overall story arc. I even completed some of the out of order, which gave entirely new spins on what I thought was going on! In one, after doing the level 40 quest line, I tried to kill off a character in an early 20’s level quest, because I didn’t like what the character did later on… only to find out what my choosing that action was what make the …being… so unlikable. I guess even ESO hates a paradox! Well done, writers.

If you hate quests, you may not care for this aspect of the game much. There are map icons which indicate where you should go, but there is no golden path as there was in Skyrim. You’re just going to have to run around and find it yourself. (Hint to non-American players: “Throwing” a lever means you find a switch and push it. You don’t actually throw anything.)

Land ownership:

None, but rumors are that player housing is panned for some point in the future.


The dye customization is interesting. You can dye any piece of armor that you like, for free, as many times as you like, but the trick is, you have to unlock the dyes first. You can unlock dyes through quests and achievements.

Trade: In what has to be an MMO first, there is no global auction house, which takes some getting used to. The theory is, when you have a global auction house, said auction houses’ prices and availability of items can be monopolized by one guild or even one person. Instead, ESO uses a system in which you can join up to five player-created guilds at once. Each guild, if it has over 50 members, can have a store. You can purchase from any guild store that you find in the world, but you can only put items up for sale in your own guilds. This has kind of an interesting effect, where you can join a guild or two for social reasons, grouping reasons, or trading reasons, or any combination thereof. I have three guilds I do extensive selling with, for example, with two social guilds, one a rather nicely hardcore group that executes dungeons with precision, and another social guild with lots of chatting and new people (like me) trying to figure out how to just play the game. The guild system fosters a very comfortable gaming community, where everyone tends to get along because there isn’t a whole lot of cut-throat competition for resources or customers. Everyone can be a master craftsman. Just because your guild has one, doesn’t mean you can’t be one, too!


Happy to report that unlike some games, you don’t have to limit yourself to only picking one or two or three things you want to do with crafting, and being forced to level alt after alt in order to pick up the others. The skill points system means you can put points wherever the hell you want to. I was initially advised to only pick two crafts. I blew that advice off, and am now happily crafting clothing, weapons, staves, and enchantments. There is a 1-50 progression for crafting, with one skill point needed every 10 or so levels. Within that progression, there are other skills you can choose to pick up, using your skill points, such as free daily materials, glowy materials in the wild, extra research slots, and more. (Did I mention that gathering is NOT a skill? Gather whatever you want, whevener you want.)

Like most MMOs, your crafting will take increasingly better materials to make increasingly better items. Where it gets better than other MMOs is in the research! There are a number of “sets” available to craft found around Tamriel, but each set requires a number of known “traits” in order to craft. For example, let’s say you want the “Seducer” set to increase your Magicka recovery and max amount of Magicka. You’ll need to have researched at least 3 “traits” from other armor, for each piece you want to make. That’s three for the light helmet, three for the chest, three for the boots, etc. You can learn up to 9 traits, with increased research time per trait. The first is 5 hours. The fifth is five days. (I haven’t gotten beyond five yet.) This is where the community comes in handy! You’re quite likely to run into a crafter who is happy to make whatever you want, for the materials and tip. Your guilds wants you in good armor, and the armor materials themselves are relatively inexpensive. It’s the research time that’s the killer!

You’ll also have fun trying to gather all the different “styles” of armor (because who wants to run around in a robe that looks exactly like everyone elses’?) All in all, its a complex but fascinating system. I’m working on a spreadsheet.


Cons: Improving your items can be pricey.

The other white meat
Don’t ask where that stat food came from.


No global PVP. However, there is an entire huge zone of PVP content, in which you fight for strategic points such as lumbermills, and the on to siege the castles and keeps. Bring your healers, your trebuchets and your catapults!

Pros: Balance! I know, I know, I was stunned, too. I woudln’t have believed it myself if I hadn’t (stealthed) watched two max-level dudes try to duke it out for over six minutes without either one of them making any headway. After a while they stopped fighting and sort of walked away together. I like to think they were going for a beer.

Cons: You can ONLY fight alongside your NPC-guild alliance members, so if you’re with the NPC alliance, Daggerfall Covenant, while your PC guildmates are Aldmeri Dominion, forget it. Unless you want to see who can wipe the floor with the other, of course.

End Game:

I haven’t gotten to the end game yet. I imagine it’s more dungeons and better gear. ESO dungeons so far have been fun , and don’t feel very grindy and boring. The bosses have unique challenges to overcome (you ever tried lockpicking yourself out of a cell while your party mates scream at you to hurry up so you can heal them? Ya. Unique.) They’re also not all the SAME dungeons, with different mobs scattered around. Each feels very different from the others, with different layouts, design, and length.

Community: The community is amazing. My personal hypothesis is, this is not a game where the objective is to screw someone else over, so it isn’t attracting the kinds of players who only play a game to screw someone. *cough*ArcheageEve*Cough* You’re not smashing someone else’s ships, fortresses, castles, or trade supplies. It’s more of a multiplayer get-along-gang game, where cooperative play is actually encouraged. Very refreshing.

As games go, I highly recommend this one. You should try it.

Get Johann's note

Adventure Quest- Falcorth Plains

Haranya- Falcorth Plains

So, you want to do Adventure Quests? These are "Secret" quests (as opposed to "Hidden," which unlock when you kill X number of mobs) which require sleuthing rather than following the arrow in a quest log. In order to do these quests, you follow clues left in a zone. Many result in the precious "Exploration" proficiency, and can provide furniture items, or just a sense of accomplishment.

We decided to start at the beginning, so our first Adventure Quest Walk Through in this series is for Falcorth Plains, the Firran starting zone.

We're going to try our best to take you through the steps. Since you may only need a hint, we'll try to hide the spoilers for you, but no guarantees.

First, a Pro-tip: Open a new chat tab. In this tab, click the tab settings, and add only "Quest Dialogue" from the dialogue options, and "Quest info" from the alert options. This will keep the information given to you by the NPCs from getting lost.

In Falcorth Plains, start near the Oxion Clan, and kill Schima Crooks, Schima Escorts, and Schima Fighters. (Leave the rogues alone.)

Get Johann's Message from a dead Schima

You have Johann’s Message

Now to find Johann. The note says you'll see him when the Blackbreath caves fills with water. Using our Sherlock-line powers of deduction, we head to Blackbreath cave, northwest of our current position.
A clue?

Into the Cave

Following every RPG game device ever, you see a button. Do you push it? Well, heck yes, we push it. In this case, of course, we actually know we're supposed to push it. It's almost like cheating, really.

Find Johann in the Cave

We pushed the button, the cave fills with water. According to the note, this is when we should see... aha!

Talking to Johann

We go up to Johann, collect our +50 Exploration XP, and give him a chat. This is where our new tab comes in handy, because he doesn't give us a quest that files neatly into our log. Instead, he just tells us what to do.

Find all the things!

First up, go look for the WInd Flower. "Why?" you ask, "It's not in proper OCD order!" you exclaim. "Watch and learn, Grasshopper," I say.

You see, the Wind Flower only spawns in one location, and has a "Wind Grass" place holder. If your first spawn is a Wind Flower, you win the RNG this time, and can go on to the next. However, if it's Wind Grass, you pick the grass, go get the staff, come pick the grass again, go get the spirit, come for the grass again. After that, if it's still grass, well, you're in for a little wait. Don't worry, it's only about a five minute spawn time.

It's pretty much exactly where Johann told you it would be. You'll know you're close when you see Gladosh.

Wind Flower

Skrull’s Staff

Johann's location for the staff, "in the Achassi Den," was a little misleading. It's not near any Achassi, and it's not in a Den. Instead, go kill Shaman Skrull, in the back corner of the Hulkflesh Ravine.


Falcon Spirit

Not gonna lie; this one is a little obnoxious.

It is in the Nascent Cliffs, that part is accurate. There is probably a super clever way to use all those Earth totems and Runes to port yourself around and climb up the vines to find the right location. I, being lazy as hell, climbed up some cliffs north of its location, and used a glider to fly to it, instead. Sue me.

Falcon Spirit
Falcon Spirit- Click me!

This is it!

The conclusion of your hard work lies waiting for you at the Wind Altar in Wind's Promise. Laying the items on the altar will spawn a level 10, 2-star mob, complete with lighting effects.

Your reward:

Wind Altar
Upgrade Row

Polrena Reviews… Archeage!


Graphics/Sound: 3/5

PVE: 4/5

PVP: 3/5

End Game: 3/5

Community: 1/5

Archeage, an MMO developed by Lineage’s Jake Song, was released by XL Games in Korea on January 15, 2013. Rift’s Trion obtained publishing rights, and released the North American and European version on September 16, 2014.

Nominally a “Sandpark,” it has elements of both a “themepark” and “Sand box” MMO, but cannot be truly classified as one or the other. Archeage has multiple currencies, which I’ll list here for easy references.

Gold: the standard, in-game monetary unit.
Credit: Purchase with Real Money at the marketplace. Can be used to purchase Patron status.
Gilda Star: a particular in-game currently used by a race called the “Daru,” Gildas are obtained through specific quest types or specific intercontinental trade runs.
Merit Badge: A merit badge can be earned through achievements such as drinking your first healing potion, or by specific daily quests.
Loyalty: Loyalty points are a type of currency that can be used to purchase specific in-game items through the marketplace. Only patrons can earn loyalty, at a base value of 5 per day, per log in.

Archeage can be Free to Play, but a note on “Free to Play” versus “Pay to win”— There are arguments about whether Archeage is Pay to Win. Strictly speaking, it is not. Anything you need to do in the game, you can do without paying a single red cent. There are absolutely no items that you can ONLY purchase with cold, hard cash. That being said, cash makes a fine grease when you’re stuck. It does get things moving a little faster, if you’re the impatient sort. If you’re patient, you can make trade runs, save your pennies, purchase an “APEX” with gold, then cash in your APEX for credits, which you can then use to buy anything in the marketplace, including Patron Status. Patron status opens up a lot of doors, including the ability to get loyalty on both an NA and EU server, which you can in turn use to buy things, sell for gold, and use THAT gold to buy another APEX, which you turn in for credits… you see where this is going. The game IS free to play, and you CAN be competitive as a free-to-play player. Eventually. If you insist that the only way you can have fun is to be able to win 1v1 duels within your first month, though, you’re going to want to bring your credit card.


Archeage’s graphics are beautiful at highest settings, but it requires a much higher-end PC than the recommended minimum to maintain such beauty without lag. There are a lot of options for graphics controls, but as you approach the easiest load on a lower-end PC (mine’s one year old, and helplessly out of date, the horror!), the details become an uncomfortable blur. The best way to play this game is to load it onto an SSD, particularly if you plan to use more than one account at a time.

Sound and music are average, with a minimum amount of sound options available. The music background music is neither irritating nor inspiring, but the changes do let you know whether you’re in combat, in a safe area, or in a housing zone, so the musical cues at least do their job well without being so grating that you would rather play in silence.

Pros: Pretty!

Cons: Requires a serious gaming system to play at highest settings without noticeable lag


Land ownership:

Pros: While having a questing/dungeon similar to other fantasy-based MMO’s, Archeage’s unique draw is, arguably, their “Land Ownership” system. Any monthly subscriber, called a “Patron,” has the ability place a design and build a structure. These structures currently include houses, farms, private workstations, or a communal “Fellowship plaza.” The initial price of the designs is quite low and within easy reach- a level 10 character freely obtains an 8×8 “Scarecrow Garden,” with a small house obtainable at any time with 15 “Gilda Stars,” a currently obtainable through specific quests. (You can easily get 50 of them by level 30.)

Cons: Placing your design, however, can be somewhat more problematical, depending on your server. If you are on a very popular NA server like Kraken, for example, the space for planting your design simply isn’t available right now. Land, much like in real life, is a finite resource. While the Korean version of the game limited the amount of accounts one person can have, which in turn limited the amount a single character or account could grab, the North American version has no such limitations. You may have as many accounts as you like, with as many patrons as you see fit to have. This has allowed a kind of “land baron” mentality in many players, who hoard land as if it were gold… and in fact, it often IS, as they sell their plots for amounts of money that far outstrip a beginning player’s ability to pay it. The converse of this is, that land IS available to buy- you just have to be persistent, and willing to fork over the gold for it. On less populated servers, on the other hand, land is not nearly as precious a commodity, and even a beginning player can find free plots of land for their 8×8’s and starter houses. The cost of this, of course, is that you may not have as many people available to play with you in arenas or in dungeons.


Archeage’s customization is, frankly, the best out there right now. Bewilderingly, however, it is severely under-utilized on the North American and European servers. On the face of it, Archeage offers a pitifully sparse amount of interior and yard decorations. If you’ve played Vanguard, Star Wars (Galaxies or Online), Wild Star, or Everquest 2, for example, AA’s available choices are embarrassingly small by comparison. One thing, and one thing only, pushes AA back up into the realm of “unprecedented customization”: Crests. A dozen or more items in the game, from the sails on your ship, to a face mask, to paintings and cubes and columns, can be customized with literally anything you can think up to put on them. You buy a “brainstorm,” punch it up on an in-game workstation, make a “stamp” and start customizing everything from your wardrobe to your car. The Korean gamers have seized on this to create some truly beautiful and unique scenery and interior designs. North American gamers tend to limit it to painting their sails, cars, and skateboards with a guild logo, and call it a day. The potential here for decorating your house is truly beyond incredible, and the lack of enthusiasm for it boggles the mind.

Pros: Unlimited decoration potential

Cons: At 300 credits per Crest Brainstorm at the Credit Marketplace, you’re better off paying 80-100 gold for an AH brainstorm to make your stamp, but 100 gold per block is probably stifling the “Make it look like Minecraft” crowd.

Trade Runs:

Trade routes are another gaming mechanic that are unique to Archeage. While appearing similar to any number of “go here, bring this” missions or quests in other games, an Archeage trade run does not need to be accepted prior to making the run. You simply bring what you want to sell to someone who wants it. The value of your resource changes depending on distance traveled, and how many have already been sold in the area. You can bring one or more items, and there are specific vehicles you can build to bring multiple packs with you at a time.

Pros: Reliable source of income

Cons: The best rewards come with the greatest risks, and you may wind up with your multi-thousand-gold cargo lost at sea to a fleet of pirates….or lost in a so-called “safe” area to a really inconvenient game disconnect. (The latter is the more annoying, if you’re interested.)


Archeage crafting (and gathering resources, for that matter) is done through a system called “Labor.” A free-to-play player gets 5 labor every 5 minutes they’re logged into the game, with a maximum labor pool of about 2000. A Patron gets 10 labor every 5 minutes, even if offline, with a maximum pool of 5000. Like any crafting system ever, the more you craft, the more stuff you can eventually craft. The Archeage take on it, however, is to limit how quickly you can level your crafting, by limiting your labor pool. (You can buy labor potions with gold, credits, or loyalty, however. This means you can level up your crafting as fast as you want to, provided you want to pay through the nose for it.) The other uniquely Archeage attribute is its upgrade system. Any piece of equipment can be upgraded from the basic “grey” level through to Mythic. However, it gets quite pricey the higher you go, and has a significantly increasing chance to destroy the item completely once you pass Celestial. For this reason, many players give up after they’ve destroyed their life’s work with one throw of the dice. Upgrading is not for the faint of heart… or for the casual player.

Pros: Make your own stuff for a fraction of AH values, sell your own stuff for profits. Also, fun.

Cons: If RNGesus hates you, you will be perpetually broke. One player told me, “If you’re wealthy in Archeage, you’re doing it wrong.” Upgrading costs a lot. A WHOLE lot. Pro tip: Save your gold and buy what you want; let some other poor schmuck take the risks.


A lot of Archeage players kill each other. There is content for pirates, who have chosen to forswear any allegiance, as well as cross-faction conflicts. You can also choose to do arenas, and try your hand at small scenarios or the regularly scheduled conflicts. If you’re in the mood, you can sneak up on a fellow faction member in a hostile zone, turn on bloodlust mode, smite them and swipe their hard-earned tradepack(s) while they’re dead.

You can build ships, and use fleets of them in coordinated sea battles. Hunt down the Archeage equivalents of the East India Trading company, kill the crew with all hands, and make off with the cargo. Or participate in the regularly scheduled in-game conflicts at sea. Find a Kraken or the Leviathan, and throw your guild against the competition to see who can take it down.

Pros: Kill anybody you want, in over half of the land map, and all of the sea map. Take people’s stuff after you kill them. Reasonably balanced classes. No class is “Overpowered” based on class, alone.

Cons: Bloody expensive to have the upgraded gear needed to be competitive without a highly experienced group at your back.

End Game:

Let’s be honest here, any “end-game” dungeon is boring as hell after the first four dozen times or so. The good news is, you don’t HAVE to dungeon yourself to death in Archeage. You can get gear out on the wild, or buy purchasing it, or making it yourself. Never step foot in a dungeon at all, if you don’t want to. The “End Game” in Archeage is, like any good sandbox, whatever you want it to be. You will never have the best stuff in every way, unless you’re a literal millionaire and can throw around real money on a video game like Tic Tacs. (And if you are, I’m Mordoc on Sirothe, and I’m single.) Personally, it’s taken me months to build my little land Empire, and I’m still in the middle of decorating. I haven’t so much as touched my armor past my basic quest gear yet, and I’m far more interested in the new Tree Houses that are coming out, than the other admittedly cool things that will be Coming Soon(TM). Summary: End Game is what you make of it.

Community: This is where I have to say, it’s a good thing I’m on a lightly populated server. The Forum Community of Archeage is, in a word, toxic. I have no idea what possessed Trion to buy into the whole “Freedom of Speech” mumbo jumbo, but their lack of censorship or even reasonable moderation on their own forums results in a community that appears depressingly whiny. A look at their General Discussion forum is like staring into Millenial Hell. It’s not uncommon for the entire front page to be filled with variants of, “Trion, fix this,” or “Game is broken unless you give me that,” despite the fact that Trion isn’t even the developer, and can’t actually change the game or do any coding. Every new holiday event floods the forums with how the players weren’t given enough free stuff. It’s embarrassing to witness, and next to impossible to find actual discussion on matters of game play.

Overall, however, I give Archeage high marks in playability. Is it an MMO Farmville? Yes, kind of. Then again, Farmville is popular for a reason.

I’ll be over here milking my cows if you need me.

The Oceanic Timezone in Spacemonkey’s Alliance

You will have to excuse me as i continue to call it the Australian Timezone. In recent weeks/months it was pointed out to me that it has progressed passed the point of just being for capsuleers who identify as being from the land down under. I can see why it might upset people who come from New Zealand or the Islands and even from some of the Asian islands that fall into a close timeframe as the Aussies do. Coupled with some parts or Russia the timezone itself if looked after and catered for can be quite a powerful entity in any Eve Online Community

It was pointed out to me and i scoffed at the idea not so long ago that Hawaii is also fairly close in time as long as you don’t mind being a day behind the rest of us in the future.

Either way the Australian, sorry Oceanic Time Zone in SMA is starting to thrive. We are taking on more corps with members who play in the dead hours of the US TZ and the early hours of the EU TZ.

Dingo Squad is a specific sig in SMA that has built its its community around capsuleers who play in the same TZ and have the ability and want to communicate with each other. Forming fleets before and after downtime to enable people to have fun while the rest of the world sleeps. They can quite often be seen camping gates in Fade, Pure blind and Cloud Ring regions of New Eden or dropping capital ships on unsuspecting neutral or red pilots as they fly through those regions.

If you play in the Oceanic (Australian) Time Zone and looking for content then look no further then Dingo Squad. You can speak to;

AITCH dylanstar12 Erata,
AITCH Daniel Tawate,
HOTDM Helen Sotken,
MINI3 Marshall Boma.

If you are a new or returning player looking for an Australian (Oceanic) TZ base of members you can try one of the following corps;

House of the Dead Monkey,
Internet Terrorists,
Minion Revolution,
Astro technologies.

Get involved in the Oceanic Timezone Community and reap the rewards of being part of a close tight knit group of people.

Space Engineers Update 01.108 – Planets

Space Engineers Update 01.108 has been released with planets.

Check Marek’s latest blog post: http://blog.marekrosa.org/2015/11/planets-because-you-wanted-them_12.html

Planetary Features

– planets and moons (tons of new assets, sounds and textures added)
– planet types: Earth-like (atmosphere with oxygen), Mars-like (no oxygen, thinner atmosphere), Alien (low oxygen, denser atmosphere)
– moon types: Earth-like Moon (no atmosphere), Europa (thin atmosphere, no oxygen), Titan (thin atmosphere, no oxygen)
– planets are 120km and moons are 19km in diameter by default
– Earthlike + Alien planet biomes: desert, woodlands, mountains, ice-land, poles
– gravity: roughly 1G on planets, 0.25G on moons (but gravity depends on type of the planet/moon)
– weight affects the behavior of all ships in natural gravity – the heavier a ship is the more thrusting power is required to fly/move
– planets and moons are persistent & fully destructible – anything you build or destroy will stay there forever. You can even dig through the planet if you want!
– different vegetation on alien and earth-like planets, flora destruction
– you have to start new world with planets enabled
– planets are not randomly generated in a world, they are placed there. But a planet/moon surface and materials are 50% pre-made assets (height-map) and 50% generated (ore nodes, voxel types, textures, etc.). It is possible to prepare your worlds in creative, place the planets where you want them and switch to survival if you wish. You can also publish any world premade like that on the workshop
– adding planets in creative mode: Shift+F10, you can customize the size and type of planet/moon you are adding
– visible ore sites on planets (darker areas) that can lead you to rich mineral veins. There are three different tiers of ore deposits
– platinum is found only on moons and asteroids, uranium is rare on planets
– autopilot is capable of flight above the planet’s surface with evade collision enabled. With this on though, it won’t fly closer than few tens of meters, so if you want them to fly inside a cave system, you will need to uncheck collision and make gps coordinates carefully

New Starting Worlds

– Earth Easy Start: you start on a habitable planet with a set of basic vehicles. Your survival is threatened by attacking pirates who set up shop within range of their drones
– Mars Easy Start: you become a colonist on a barren, inhospitable planet. Make sure you secure a source of ice soon. Also beware of local pirates
– Alien Easy Start: the alien planet is a place with very sparse oxygen, not enough to breath freely. There is hostile fauna and pirates who want to claim the riches of this mysterious world and are not willing to share
– Moon Easy Start: you start on a moon orbiting a habitable planet. Your base is under attack by pirates
– Empty Star System: it is a star system with 3 distinctive planets and their 3 moons. Except for local fauna, planets are uninhabited (no pirate threats)
– more starting worlds will be added soon (e.g. crashed ship and more)

AI Enemies, Fauna

– sabiroids (what is known by community as “space spiders”): can be found on Alien planet type and on Titan type moons. They can destroy metal blocks and attack players. Their favorite hunting strategy is hiding in the ground and un-burrow to surprise their prey. When players kill a spider, new spiders won’t appear in the area for some time. Sabiroids also store few components inside their bodies from objects and blocks that they consumed.
– pirate bases: can be found either in space or occupying planetary surface. They have bounty hidden inside their containers that players can loot if they get over the drone attacks. There is one pirate headquarters on every planet, which is well protected and filled with traps and loot.
– enemy drones: they spawn automatically from pirate bases and attack the players trespassing into pirate territory

New blocks and components

– new block: Atmospheric thrusters – powered by electricity, working only on planets with atmosphere
– current (ion) thrusters are more suitable for environment without natural gravity (space). They are weak near moons and really weak on a planet
– new block: small ship air-vent that is crucial for piloting ships without the helmet – it is important to be set to depressurized (blue indication)

Minor changes

– gravity generators are not working in natural gravity. The generated gravity becomes weaker and weaker with more natural gravity and from 0,4g of natural gravity the generators are not producing any artificial gravity fields at all
– jump drives are not working in natural gravity
– cargo ships cannot be switched ON for worlds containing planets for now (this is only temporary change)
– jetpack’s power is based on the environment and the G strength (1G = 7 seconds of fuel). They can’t be used the same way as they are in space
– possibility to setup max speed for wheels
– possibility to activate horizon + height indicator in all cockpits
– solar + battery is the way to power your grids from the start on planets. Reactors become viable only in the later stages of the game when you get to space and find rich uranium deposits, because uranium is a rare find on the planets
– slight area of effect nerf for hand drills

Ping Feature

We have released a new major feature for our server list : the “Ping Feature”.

We are the only web server list for offer such feature and be sure that in the future we will do our best to continue to add original features.

Ping Feature

There are lot of criteria to select a good Space Engineers server. Among all of them, the latency is very important: no one wants to play on a server that is lagging like hell.

That’s why Space-Engineers.com will help you finding a server with the best ping in a location close to you.

Currently our “Ping” feature has 12 locations:

  • Australia
  • Brazil
  • China
  • Chicago, US
  • Dallas, US
  • Los Angeles, US
  • North America
  • Germany
  • Eastern Europe
  • Western Europe
  • Sweden
  • Russia
  • Seattle, US


Discover our Ping Feature


Game Update 37 Victory Conditions!

Victory Points

Continents will no longer be captured by alerts and territory control alone! Victory Points are a new method of scoring within the game. If your faction earns the required number of Victory Points, then the continent is yours! The continental VP scoreboard is shown at the top of the Map screen. Mousing over each faction will bring up the “Points to Victory” window, which breaks down progress and overall score.

There are a numbers of ways to earn VP:

Permanent Victory Points

Link your warpgate to enemy warpgate = +1 VP

Link your warpgate to both enemy warpgates simultaneously = Continental Victory/Lock

Capture all Techplants = +1 VP

Capture all Amp Stations= +1 VP

Capture all Biolabs = +1 VP

Capture all major facilities (Amp, Bio, Tech) simultaneously = Continental Victory/Lock

Win Alerts = +2 VP

Flux Victory Points

Capturing more than 45% of a continent’s territory can earn you “Flux” Victory Points. Flux Victory Points count toward continental victory, but can be won/lost with the territory you control/lose.

Percentage of Territory controlled:

45% = +1 VP

50% = +1 VP

55% = +1 VP

60% = +1 VP

65% = +1 VP

70% = +1 VP

75% = +1 VP

80% = +1 VP

85% = +1 VP

90% = +1 VP (Continental Victory)

Continent Benefit Changes

Hossin Benefit – 50% off MAXs has been removed, controlling Hossin will now provide vehicle and aircraft repairs at friendly ammo resupply towers/pads.

Facility Benefit Changes

AMP Station Benefit

Allows facility turrets to fire for much longer before overheating; also allows facility turrets to auto repair over time.

BioLab Benefit

Auto heal rate has been increased significantly.

New Bounty Directive

Awards a “Bounty Hunter” title and the NS-15 Gallows LMG as the final tier reward.

LMG Changes


ADS moving CoF remains 0.4 (same as Live)

ADS movement modifier to 0.5, from 0.75

ADS CoF recoil to 0.04, from 0.05

Horizontal recoil to 0.22/0.22, from 0.2/0.225

Horizontal tolerance to 0.8, from 0.9

Standing hipfire to 2.5, from 2.75

Moving hipfire to 3.25, from 3.5

Projectile velocity to 540, from 570

Short and long reloads to 3.0/3.44, from 3.28/3.655


ADS moving CoF remains 0.4 (same as Live)

ADS movement modifier to 0.5, from 0.75

ADS CoF recoil to 0.04, from 0.05

Horizontal recoil to 0.22/0.22, from 0.2/0.225

Horizontal tolerance to 0.8, from 0.9

Standing hipfire to 2.5, from 2.75

Moving hipfire to 3.25, from 3.5

Projectile velocity to 540, from 570

Decreased heat bleedoff speed by 20%

SVA-88 & SVA-88 GG

ADS movement modifier to 0.5, from 0.75

Horizontal recoil to 0.2/0.2, from 0.2/0.225

Horizontal tolerance to 0.8, from 0.9

Vertical recoil to 0.4, from 0.44

Pulsar LSW

Can now equip Extended Magazines

First Shot Multiplier to 1.6, from 2.45

ADS CoF recoil to 0.04, from 0.05

VX29 Polaris

Maximum damage range to 20m, from 10m

Recoil angle to 17/17, from 17/20


Moving ADS CoF to 0.35, from 0.4


Horizontal tolerance to 0.6, from 0.75

Vertical recoil to 0.4, from 0.44


First Shot Recoil Multiplier to 2.2, from 2

Horizontal recoil to 0.18, from 0.175

Standing hipfire to 2.75, from 3

Moving hipfire to 3.5, from 3.75

Projectile velocity to 570, from 600


Maximum damage range to 20m, from 10m

Horizontal recoil to 0.18/0.18, from 0.2/0.2

NC6 Gauss Saw

Moving Aim Down Sights CoF to 0.4, from 0.5


Standing hipfire to 2.75, from 3

Moving hipfire to 3.5, from 3.75

T16 Rhino

Maximum damage range to 20m, from 10m

First Shot Recoil Multiplier to 1.5, from 2


Moving ADS CoF to 0.35, from 0.4

T32 Bull

Reserve ammunition to 240, from 180

Horizontal recoil to 0.18, from 0.2


Horizontal tolerance to 0.7, from 0.8

T9A Butcher

Added Spinup – Rate of Fire from 750 to 780 over 0.3 seconds.

Crouching hipfire to 3, from 3.5

Crouching moving hipfire to 3.5, from 4

Standing hipfire to 3.5, from 4

Moving hipfire to 4, from 4.5


You can now set multiple bounties on a target at once.

Skill line trees are back! (*there is a known issue where some weapons are listed multiple times and/or bring up a different weapon to unlock then what is listed*)

All facilities and outposts should now be using the new capture UI that went live on large outposts a few weeks ago.

Fixed an issue that would cause the bounty counter on the HUD to display “x0”.

Fight for Flight decals are now only viewable in the inventory of the appropriate faction.

Deployed Sunderers should once again properly display their no deploy zones to other friendly Sunderers and show on their minimaps.
Source: Planetside 2

Space Engineers Update 01.105 – Hydrogen Thrusters


Space Engineers Update 01.105 has been released with hydrogen thrusters, mp improvements, new battery behavior and slide doors.

The 2nd anniversary of Space Engineers release is upon us, so for this week we prepared a meaty update. It features new improvements, fixes and requested features such as the new slide doors that allows players to walk (fly) through the door at any angle. We also adjusted the behavior of small and large ship batteries. Batteries can be charged and provide energy at the same time, so players can always have stand-by batteries that are charged if energy is available, but also give energy automatically when needed.
Another important change to mention is switching off the thruster override 10x power for inertial dampeners, so all ships will behave differently now.
Additionally, we implemented the superconductor, a new component needed in the most valuable blocks such as the jumpdrive, artificial mass, laser antennas or large reactors. Moreover, the small ship cockpit has a conveyor in front of it.

In this week’s update we are also introducing hydrogen along with hydrogen thrusters, hydrogen tanks and hydrogen bottles as another feature preparing the game world for the upcoming release of Planets. Please bear in mind that this is the first iteration but we decided to implement it to the game now as a small gift to you for the game’s second anniversary.
We also implemented new improvements to the multiplayer and preparing the game for the roll-out of new features and updates to the multiplayer in coming weeks. And if the new improvements are not your cup of tea you can return to the previous version of multiplayer without the new additions on the Beta Tab in the Space Engineers properties in Steam client. There might be some problems here and there, so please report them back at our bug report section here

– new slide doors
– superconductor component
– updated battery behavior
– updated small ship cockpit
– hydrogen thrusters, tanks, bottles
– survival jetpack changes
– inertial dampeners changes

Battery guide
From now on all newly built batteries will start at 30% of maximum charge and the power cell components will turn to scrap metal when grinding down a battery block to balance this change. Also, batteries have four states (none, recharge only, discharge only, semi-auto):
– when battery is not set to either recharge or discharge, it will allow both input and output, meaning it will recharge if there is surplus power on the grid, and discharge if there is not enough power otherwise
– when set to recharge, it will only allow input
– when set to discharge, it will only allow output
– when set to semi-auto, it will alternate between recharge and discharge like before

Hydrogen guide
Hydrogen thrusters are stronger than the current ion ones but they require hydrogen fuel pumped by conveyor system in order to function. Oxygen generator is now generating hydrogen along oxygen from ice. Hydrogen thrusters will be the most efficient way to leave the planet’s atmosphere, or to quickly accelerate in a fight, but need a large tank, fuel, and a conveyor connection. You also need to use hydrogen to power the jetpack now by hydrogen stored in bottles in player’s inventory. The jetpack will consume more hydrogen in high-gravity environments. We have also added the ability for modders to create custom fuels and custom thrusters that require the fuel.

Inertial dampeners change explanation
Previous state of things would make flight in natural gravity and leaving the atmosphere too easy. Inertial dampeners now have the same strength as player inputs and ships will always behave depending on their thrusters -so if you build only one small thruster facing forward, you will be stopping the ship longer. Small ships have still 5x power for dampeners to make them more agile compared to large ships. We also opened a possibility to mod thrust override, so community can experiment with their own settings or put old settings back if they liked it more. Please tell us what you think about this large change in our feedback forum section : http://forum.keenswh.com/forums/feedback.423142/
Steam beta branch switching guide
To access the Beta branch, go into game properties, Beta tab, and select the old build named “old_multiplayer” to opt in. There is no password needed.

– multiplayer improvements
– rotor performance improvements
– fixed issue with particle effect when not using jump drive
– fixed performance issues in Havok
– fixed oxygen refill not working sometimes
– fixed issues with air vents

Source : http://forum.keenswh.com/threads/update-01-105-hydrogen-thrusters-mp-improvements-new-battery-behavior-slide-doors.7370834/