The Tradeoff Of Buying A Lifetime Subscription

Posted by on May 10, 2010 - 2 Comments »

There are numerous perks to buying a lifetime subscription to games that offer them, such as Champions Online, LotRO or STO.  Chief among them is saving money.  Dropping the hassle of repeated billing is a small, but very convenient bonus. One lump sum, and forget it. In the process, you transform your chosen entertainment venue from a rental unit to a lavish possession.  You’ve got the keys.  You can come and go as often as you like, whenever you like.  To top it off, most companies give additional perks when you sign on.  Titles, early access, beta preference, in-game items (useful and frivolous), the works.

It’s only fair that you’re showered with gifts.  After all, by becoming a lifetime subscriber, you’re giving the developer a significant amount of money to continue the world.  At the same time, you’re removing your ability to hit the developer where it hurts — the purse.  You can’t rage quit.  You can’t threaten to unsubscribe.  The company has you.  You’re committed.  Your bark loses its bite.

The lifetime subscriber base could be ignored for this reason.  They gave up their power for a (possible) savings and a round of perks.  Should a developer chose to ignore the early adopters, the only option the lifers have is to community up.  They would need to rally troops behind their cause.  Or tell those subscriber friends to do the biting on their behalf, because that’s the only pull the crowd has left.

I know it isn’t likely that a developer would tell its lifetime subscribers to shove off.  It’s just an interesting predicament, and one that should be thought about before making the several-hundred-dollar leap.  In reality, losing the bite isn’t given much consideration.

And let’s not forget that alternative issue with a lifetime subscription.  Two words –  Hellgate: London – the utter failure to run a successful game.  It’s prompt closing and the multitude of lifetime subscribers who got screwed needs no explanation.

Lifetime subscriptions are enticing for a reason.  We love our loots, even pointless stuff, and are easily swayed by the chance to save money.  But how many of us stick with a game for the two years it would take to break even?  Moreover, are we willing to give up our ability to sway a developer for the keys to a house we’d have no control over?

A.V.A – New Map and Weapon Upgrades Coming

Posted by on May 10, 2010 - No Comments » announced that Alliance of Viliant Arms, their popular MMOFPS will receive a new map and some weapon upgrades. This will happen on Wednesday 5/12/2010 from approximately 11:00 pm until 2:00 am on Thursday 5/13/2010, when all the new content will be available! The downside is that this will require a service shutdown for the update to be applied. The new map is called Chromite and the new weapon is an M2 Carbine. This new weapon will be available through the capsule shop only. There will also be a few modifications to existing rifles, nothing big.

Tales of Pirates II Enters Closed Beta

Posted by on May 10, 2010 - No Comments »

Tales of Pirates II has entered its closed beta! The successor to IGG’s hit pirate MMORPG is now one step closer. During the beta testing, players will be able to play alongside Tales of Pirates developers and offer feedback directly to them. Closed beta will offer lots of content for players to test, including the arena, fairy pets, mazes, and much more. Players will also gain triple experience from tonight through Saturday, with more special events to be held in-game throughout the next two weeks, including giveaways, scavenger hunts, and Q&A sessions. If you wish to enter the closed beta of Tales of Pirates II, grab your CB key here.

Runes of Magic: Chapter III – Next Portion Dated

Posted by on May 10, 2010 - No Comments »

The next slice of Runes of Magic: Chapter III now has an official date. And that date is.. May 18th. Details about this part are unknown, but consider how much we got last time, it could be big. The first area we will see during the summer release is Thunderhoof Hills, the first new zone for characters level 55+ which also contains the city of Dalanis. Later in June, the second area will be released, with content thereafter to be released each month. More information about the latest Runes of Magic addon is available here.

Lore Hound WoWcast: Episode 5

Posted by on May 9, 2010 - No Comments »


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Check out this week’s episode of our WoWcast! After a short hiatus, this week we’re chatting about all sorts of Cataclysm news,  from raid and emblem changes to alpha leaks and even official previews. We also go over the new and Wintergrasp changes that are coming up and, of course, more heroic Lich King kills.

Click the player above to listen, download the podcast, subscribe via RSS, or Subscribe via iTunes

Get involved with our podcasts! E-mail us at podcast@lorehound.comor leave us a voicemail using the button below or simply call us at (304) 884-LORE. We look forward to hearing from you guys.

And don’t forget to follow us on Twitter for a chance to win a Celestial Steed mount!

For the Hoard 4.2 – The Infinite Corruptor Drops a Drake

Posted by on May 9, 2010 - No Comments »

It’s that special first drake that I ever got, and I’m reliving the glory with a quick speed run through heroic Culling of Stratholme. Join me on this episode of For the Hoard as I continue the journey, defeat the Infinite Corruptor (and, of course, Mal’ganis), and show off my magnificent Bronze Drake. But wait… didn’t anyone talk to Arthas?! One close-call to death can’t stop me!

Reminder: Instance Gratification: DDO Episode 5 Tomorrow, May 9 At 11:00 AM EST

Posted by on May 8, 2010 - No Comments »

Amatera will be forming the group for Instance Gratification: DDO Episode 5 on Sunday, May 9 at 11:00 AM EST. Khyber is the server of choice. Please be sure to complete the tutorial area and dungeon before go time. That means you should have at least arrived at the Harbor of Stormreach.  Supplies of DDO Point cards are nearly gone, but still available to those that attend! Spots in the primary group are open as of this posting.

Shoot us a tweet or drop a comment in the post if you want to be in the top six. I currently have a warforged cleric (iTZKooPA) and a halfling bard (iTZKHuPA).  Amatera plays as a halfling rogue named Amatera.

Warlock Changes for Cataclysm

Posted by on May 7, 2010 - No Comments »

If you have been playing a warlock as long as I have some of these changes and new spells for World of Warcraft: Cataclysm seem lackluster. For all you warlocks out there I know you guys have heard the term “magelock” but these Cataclysm changes make us even more “magelocky”.

The New spells

After going through Wrath of the Lich King and experiencing our “new” spells, I wasn’t really expecting much for Cataclysm. Turns out I was right. Our “new” spells are recycled, slightly modified versions of CURRENT mage spells.

Our new spell Fel Flame is a modified version of the mage’s Frostfire bolt. Both are instant cast and use two different schools of magic. The only real difference is the after effects of getting hit by the two spells. The mage spell will slow you and deal damage over time (DoT) upon hitting you. The new warlock Fel Flame will refresh one of two warlock DoT’s meaning immolate or Unstable Affliction has to be on the target for it to even refresh. Mage spell wins hands down because it adds a DoT and has the slow for utility.

The second new warlock spell is Dark Intent and again it is another copy of a mage spell that we warlocks will get in the NEW expansion. Dark Intent is a modified version of Focus Magic except warlocks need to be a little bit more selective on who to cast it on. The mage spell gives a flat out 3% crit to any caster while the warlock one will only give 3% crit to casters who do periodic damage and healing. I have to admit though the benefits we warlocks will receive from Dark Intent does sound nice. Currently mage’s get 3% crit if their target crits but Dark Intent will give us extra damage for 10 seconds which can stack 3 times.

The last spell warlocks will be getting is Demon Soul. There isn’t much information about this spell yet. It’s supposed to be a self burst cooldown which depends on what minion you have out. It sounds awfully like the old Demonic Sacrifice spell that warlocks had back in Burning Crusade which kind of makes it another recycled spell.

Soul Shard changes

Probably one of the most annoying and at the same time the one major thing that sets us apart from other classes is Soul Shards. Warlocks have been asking for shards to stack for a long time and now Blizzard is changing it so we don’t even need to carry 32 of them around with us anymore (we get a free bag space!).

So apparently we are only going to be allowed to use 3 soul shards (or should we call them runic shards now?) in a single combat encounter. It will be displayed in our user interface sort of how deathknight’s runes are. If you use a shard and a certain skill together you get some sort of bonus effect. I don’t know exactly how this will work out. The examples that Blizzard gave seemed really lackluster so again we’ll have to see how it plays out. Personally I think that shard usages are fine the way they are right now.

Changes to mechanics

One of the things that I am actually looking forward to is that warlock spells will now benefit from haste and crit. Our DoT’s will now crit and have additional tick damage which is a very nice change.

Two of the warlock curses: Curse of Agony and Curse of Doom will now be Bane of Agony and Bane of Doom. Now warlocks can put up a bane and a curse on a target. This is a quality of life change, although
most warlocks would probably have wanted one of those two spells becoming a bane instead of both.

Closing Thoughts

The warlock changes that we are given so far is a huge disappointment. What do warlocks have to look forward to? Our new spells are far from new and our class is getting a revamp and turning into a cooldown based class like a deathknight. I mean go read the new mage new spells and compare them. Mages get a flying orb that deals damages and a line of ice that snares and hurts people while we get modified mage spells.

It feels like Blizzard doesn’t know what to do with warlocks and are now trying to turn us into some weird mage+deathknight hybrid with a pet. Am I the only one that thinks warlocks are getting the short end of the stick in Cataclysm?