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    • First you have to download the addons that you would like. The addons come in a zip format, which basically means they have been compressed to take up a smaller size, as well as organizing it in a folder structure.
      In this guide, we are presuming you know the basics of how to find files on your harddrive and we are describing it out of a Windows 8 perspective.

      Before you start
      Before you start you will need some addons to install! A good place to look is ESOUI. Download one or several addons to a location on your computer where you can find them again.

      Step 1: Locate "My Documents"
      First we have to locate "My Documents" - There is usually a shortcut to it under "This PC".

      In your "My documents" folder, you will find a folder named "Elder Scrolls Online".
      In this folder, you will have one or two folders called "live" and/or "liveeu".
      The "live" folder is for the NA client, and the "liveeu" is if you are using the EU client.


      Step 2: Create or locate "AddOns"
      If you haven't got a folder called "AddOns", one has to be created. To create a folder, you right-click in the empty white space and choose "New -> Folder". It is very important that you give it the correct name "AddOns".
      Once the folder is in place, we are ready to install our addons!


      Step 3: Open the downloaded ZIP-file
      Since I am lazy and prefer to drag and drop, I usually open up another explorer window, by using a keyboard shortcut (WIN+E), locate my downloaded ZIP-file, double-click it and it will expose the addons folder.


      Step 4: Install the addon
      You can now do the final step in two different ways:
      Double-click the "AddOns" folder to open it up, then switch back to the other window and drag that folder into the the addons folder that is open in the background

      or Drag and drop that folder on top of the "AddOns" folder and that will make it extract the files there.

      Step 5: Launch the game and enjoy your addon!
      You are now done and can log into your game. IF you did all this when you were still online, you have to refresh your addons in-game by pressing ESC and then choose Addons -> Reload.

    • What's you character name and how did you come up with it?
      It's Calyn most of the time nowadays, but I've had a bunch of others in earlier MMOs. When WoW TBC came out and I created my Bloodelf Paladin, I originally named him Calin, but when I transferred to Stormreaver I had to rename him. I am not very creative when it comes to names...
      How old are you?
      I recently turned 30, but people usually tell me I look like 23 or 24, so let's just go with that.

      Where do you live?
      I moved to Shanghai a couple of months ago, although I don't live downtown. It's a brand new neighbourhood in one of the districts located a little bit outside, so it's still pretty quiet here and not much traffic. There are lots of small restaurants and shops right around the corner, a big apartment complex on the other side also just got finished so it should get a little busier soon, and there is a subway station within walking distance. From here it takes roughly 40-60 minutes to get downtown by subway, and 10-15 minutes to get to either this district's center or another suburb with a huge mall and lots of nice restaurants.
      What MMO do you play at the moment?
      None really. I was going to play Elder Scrolls Online, but the release timing is pretty bad for me, as I currently have my parents and uncle visiting and my in-laws are coming next week. Also I'm just starting a new job and have a pretty long commute, so there is no time really. I still play a little bit of Eve, but not much.
      Any other games currently?
      Whenever I find some time I play Warlock 2, which is a bit like the old Master of Magic, or Civ. Also the new D3 expansion on the Asia server, and I'm looking forward to Age of Wonders 3 which is coming out in a few days.
      What was your first computer game ever?
      I have no idea, that was more than 20 years ago. I do remember some arcade top-down space shooter that I forgot the name of (like Xenon 2, which I also played the shit out of, but before that), and a bunch of games on the Commodore 64. My first PC was a 286.
      What was your first multiplayer online experience?
      Either Command & Conquer or Warcraft 2 via dial-up. So bad.
      What was your first MMO?
      Meridian 59 on the German servers (104/114), which started back in 1997. It was a pretty small community back then, each server having around 120 concurrent players at the best of times, before other MMOs came out. I played that for 4 or 5 years before I switched to Shadowbane where I played in a German guild consisting mostly of players I met while playing Meridian. We were one of the most consistent guilds on our server back then and did not lose our player-built city until the server shut down. Other MMOs I played a lot were Asheron's Call, and later WoW. I tried most other games, too, but didn't stick around as long as in those games.

      What is your favorite snack while gaming?
      Beer. German wheat beer preferably, but lately it is mostly cheap and terrible Chinese/Japanese beer.
      When/How did you join Ginnunga?
      It was in 2007 I think, shortly after TBC came out. I was getting kind of bored of the tiny German WoW guild I was in at the time and was looking for a proper raiding guild. It was the Gruul video that sold me on Ginnunga, especially the enthusiasm you could hear on TS (Damage mainly). I did have second thoughts and almost bailed when, during the interview with Damage, this weird Ernesto person came in all smug and was like "Hi, I'm the leader of the community blablabla" (I stopped listening at that point).
      Tell us your most memorable MMO moment?
      Too many. First PvP and guild wars in Meridian (full loot, permanent stat loss and criminal system is still the best way to do PvP, sigh). Getting up at 4 AM for city sieges in Shadowbane. Lylar's crazy stories on TS. Oh, there was this one time when we played DayZ where Sinful ran straight into my line of fire, taking a bullet to the head. There was quite a lot of drama then which I could link here if Ernesto had not lost all our posts and destroyed all evidence of that incident, probably on Sinful's request.
      Tell us something nobody in the guild knows about you.
      I was arrested once.

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      Ginnunga as a guild is conducting our main combat in Chrysamere, fighting for the Covenant.

      We have previously played a number of games which can be seen on our interactive guild history timeline and we have ever since EverQuest focused on PvP.

      While it could be argued that RvR/AvA and the likes should not actually be called "PvP", let's just agree on the fact that we like to fight players much more than we like to fight computer controlled monsters.

    • We debated for quite some time which faction to pick, but in the end we decided we would be a Daggerfall Covenant guild. Among the methods used were these pictures, which were sent to a statistically sound number of members who would select which faction they felt best represented Ginnunga.
      All Mermaid Dominion
      EbonAss Pact
      Even though most choose All Mermaid (possibly due to Sinful not being able to spell awesome) the officers decided our members are not in any way to be trusted, so Daggerfall Covenant it is!
      Picking a faction is not nearly as important as picking the right campaign in-game, something we have not been able to find any great information on yet. Afterall, picking the Campaign is sort of like picking your server, so we have to figure that one out quite quickly.
      The artwork (faction pics not included) in this article is made by Gustav in February, 2005 for our Stormreaver section. I was browsing through pictures to use for this article and stumbled upon this awesome piece of work, so I just felt I had to show it again.

    • The last open beta weekend for ESO is over and the guild has been having a blast. One especially fun moment was the defence of (name) where we first wipe in a spectacular fashion, and then come back and clean the house from elves.
      Click here to view dead elves on Twitch.
      The Twitch link also contains a spectacular wipe if you rewind the video a bit, but also contains a few minutes of running.

    • You might remember OnLive, a streaming service to bring you gaming everywhere on any machine. Well, they are back, and they partnered up with Valve!
      OnLive was the first company to offer cloud gaming, meaning that your games were rendered and streamed from one central server. Your save games, settings, etc would all be stored on that server and you could access your gaming from everywhere on almost any computer system, all you needed was a proper internet connection.
      This time they are teaming up with Valve. There is currently a (closed)beta test running for Steam users. When this beta ends and when it will be available for every user is unclear at the moment. The idea is to have a subscription plan for your Steam games, so that the Steam games that you have purchased can be streamed to wherever you are and whatever device you are on, this service is currently set at a monthly subscription of $14,99 a month, and requires you to have purchased the game you want to play (unlike their streaming netflix like streaming service).
      Currently there are twenty titles available that support this;
      Batman: Arkham Asylum GOTY, Batman: Arkham City GOTY, Batman: Arkham Origins, Darksiders II, Dead Island GOTY, Dead Island: Riptide, LEGO The Lord of the Rings, Metro 2033, Mortal Kombat Komplete Edition, MX vs. ATV Reflex, Painkiller: Hell and Damnation, Red Faction: Armageddon, Saints Row IV, Scribblenauts Unlimited, Strike Suit Zero, The Book of Unwritten Tales: The Critter Chronicles, The LEGO Movie Videogame, The Raven: Legacy of a Master Thief, Truck Racer, Type: Rider.
      As you can see there are quite a few major titles missing, but OnLive has said that more will follow. Unlike before they now don't need to modify the gamecode to be able to stream games to your computer, which apparently was an issue for some publishers.
      NetLive & OnLive Go
      OnLive will also continue to offer their stream/netflix'ish gaming catalog. For $9,99 a month you get access to 250 older game titles, ready for you to play without having to purchase them. They are also introducing their new service 'OnLive Go'. This might be something interesting for MMO's players and hopefully future MMO publishers. That service is aimed at letting you play/test the MMO without having to download the massive amount of data that usually comes with a mmo. So play instantly, no need to wait.

    • The author of the paper we are going to talk about is Professor Richard A. Bartle, co-writer of the first virtual game world, the MUD. There is no denying that as a MUD and MMO player, I have the uttermost respect for the man. You don't become a professor in game design by not liking games.
      The paper is called "The Decline of MMOs" and can be found here: http://mud.co.uk/richard/The%20Decline%20of%20MMOs.pdf
      I am not a professor, but I have played MMOs for as long as they existed and prior to that the text MUDs (MMOs before we had 3D graphics). I have also created content in both dikuMUDs, in MMOs using the Hero Engine and tried to written my own gameplay engine in Unity.
      The pupose of the article is primarily to provide a link to his interesting paper, but we are also going to look at a few of the points through the eyes of an avid, even hardcore MUD/ MMO player.
      We're not gonna go through all of Bartles paper, but I have selected a few areas that are easy to tackle in a short form. Just like Bartles paper ommits sources other than references to himself, I will go ahead and just use myself as primary source - It seems this is a privilege us veterans have. Many of the points I will make has already been written down previously by myself in other articles or posts, but for those who are new, let us go for it anyway.
      The following presumes that Bartles premise of the article is correct, namely that MMOs are in an actual decline. Wether they are or are not, is not debated here and we go by the premise of the paper.


      Development costs
      There are no objections here. Incredible amounts of money is spent, which makes risk-taking and experimenting near impossible. Why did they hire John Cleese to do voice acting for Elder Scrolls? - Maybe a relatively cheap marketing tool, but to me, there is nothing in the world that is better for marketing than a great game and word of mouth.

      Too many clones
      This is something I keep repeating quite often, that we've done this before. That is fine in most cases, the real interesting thing here is the mention of the tools being used and that the tool in many ways define your game. Remember that old lens-flare effect in Photoshop back in the 90s? Every logotype and picture featured a lens flare for a while and you can bet your shoes on that if the tool makes it incredibly easy to create fed-ex styled quests in the style of slay 10 rabbits or collect 10 flowers, there will be plenty of that in the game. It's a fast an easy to create faux-content.

      Player expectations
      We keep seeing this where players ask for features available in other games. My approach has always been that a game of poker is played like a game of poker. You don't expect to be able to win with a full house when you play chess, do you? A new game is a new game with different sets of rules. That being said, there are things that works and things that simply do not work. There is no need to reinvent the wheel, but perhaps replacing hardware buttons with a multi-touch-screen might be a good idea?

      Lack of understanding of design
      There are so many things done in MMOs by lesser developers or designers that they put in the games "just because" with no or little afterthough why it is there. An example I constantly bring up is the user-interface design.
      In every new "WoW clone" you'll find a character portrait with your characters status up in the left corner of the screen, below that your groups status, and in the top right corner you will see a round mini-map.
      The roundness of the mini-map I can forgive. They moved from the square design of the then revolutionary EverQuest XML interface and wanted something that felt new, so they made the mini-map round instead of square, even if it reduced it's usefulness, while it still takes up nearly the same amount of screen real-estate. There are very few round maps used in the rest of the world, for that simple reason. If you find a round map that is not a representation of a planetary body - show it to me and I would love to put one on my wall!

      If a user interface detail is important enough to be presented at all times, then it should be visible at all timesWhen the UI for WoW was designed, we still played on 4:3 screens, which meant that most items on the screen were close to our focused vision. With todays widescreens, the corners of the screen is moved into our periferal vision areas and you have to shift your eyes or even your whole head to see the corners. If a user interface detail is important enough to be presented at all times, then it should be visible at all times - Namely in the focus area of your vision. Refreshingly in Elder Scrolls Online, most UI parts have been cut down, but they still put the group window up in the top left corner. If the health of your group is of no importance, so we don't need to see it all the time, then why show it at all? - I personally feel it is a very important part of the gameplay and would naturally then place it closer to the middle/bottom to ensure that it is visible for the player even during stressful times, when your periferal vision decreases significantly. 
      There is the reason the HUD on a fighter jet is small and in front of you, instead of spread out around the cabin.
      Now this was only talking about the UI, there are many other areas where things are done with not all that much afterthough - Take the fed-ex quests for example. If they do not drive the story and only serve a puropse of giving you a meaningless mission to advance your character through the areas, why do you nearly always have to run back and deliver things to the original quest giver? Surely to increase immersion and prevent needless repetitiveness, this could be handled differently, by for example pigeons, outposts, traders or messengers. A few games have tried this at times, but many keep falling back into fed-exing to artificially slowing down progression and exploration.


      It is magnitudes easier to write content for a MUD. I write over 100 words per minute and to create a generic MUD area, you need the following:

      A short description: "A thick forest".A long description: "The thick forest is looming over head and the underbrush makes it slow to move with twigs and thorns constantly scraping your legs. To the east you can spot a clearing among the trees and a feeling of freshness is in the air."
      Exits: "West, East".
      Interactions: "Listen, smell, touch, push, drag, look"
      Interactable objects: "Tree stump"
      NPCs or MOBs "Inherit animal { 'Squirrel', 'Cute and furry', '100hp', '10power'}"
      Boom. Done. That took almost exactly one minute. Naturally you'd want to polish the area more if it is of importance, but at least I created a piece of forest. While modern world creation tools could create a forest just as easily, the creation of the squirrel could take several days to model, animate, texturize and add sounds.

      Size Doesn’t Matter
      I slightly disagree with that statement, mostly because we have this magnificent private club we call a guild and because we like to fight other players. 250 is never going to be enough for a team like ours, but it might be great for other things - When I played MUDs there were rarely more than a hundred people playing and that was great.
      What for me is more troublesome with the large servers is the instancing that anonymizes the players and removes any and all consequenses for alienating behaviour as well as ensures that "you dont matter".
      Some game designers seems to have through that we don't want to matter, that being visible to other players is a deterrent, like in Guild Wars 2 where they made us all anoymous. In The Elder Scrolls we are also quite anonymous, but that seems to be more for roleplay reasons than the irrational fear that people will not consume content (PvP) if they can be recongnized. (There seems to be quite a few GW2 devs on ESO, so they might have carried over some of their ill-founded fears though, and I am half-wrong about the roleplaying part).

      Remove the Elder Game
      I don't think a single person I have talked to disagrees with this. The single player story driven gameplay of SWTOR was amazing. But when that was done and you went to take part in the galactic conflict, the servers lagged, the raids were buggy and limited and the gameplay was a repetition of the games predecessors, just worse.
      In EVE Online, the players are the content and everything you do matters in one way or another. There are constant carrots that lasts for years and the game allows you to play it in any way you'd like. There is never, ever a stop to the carrots and the story. Surely some people might stop playing because they no longer desire the carrots, or they feel there is nothing more to offer for their specific playstyle or desires, but the game itself nearly never limits you and allow you to actually win. And then keep going after that. And win again.
      While I prefer a much more action based gameplay, EVE Online is as close to our ideal MMO as you can get - The players make the world and there is no limit (nearly) to what you can achieve or experience.

      Let designers design
      Before every MMO launch, or every alpha/beta we play, I keep mentioning it: Evolution of gameplay is not close to revolution in gameplay. To keep veterans interested there has to be significant evolution, or a revolution. In most cases, the evolution is merely cosmetic and Battlefield 4 is still Battlefield 3 and it's still Battlefield 1942. However, Battlefield 1942 was close to a revolution compared to Quake or Doom, but anything after that was just an Evolution.
      We don't mind Evolutions, but they have to be significant steps. To use the above Battlefield as an example, Battlefield 4 was not nearly enough of an evolution (levolution) for us to not feel quite cheated on our money.
      Another example of evolution that we often talk about is Rift, which we felt was an incredibly polished and well made game by passionate and talented people. It was however, still World of Warcraft in a new costume, which naturally is not viable in the long run for seasoned gamers. We do have to admit, that they made their game so well, that we almost, almost forgave them for only slighly evolving in a new dress.

  • Latest Posts

    • You are such a baldy lover Lyngs
    • what i wrote made no sense indeed. CoC is indeed almost rocket science and needs a lot of currency whatever i did to improve my dps was pure luck   after reading many many guides... CoC is really fun and really squishy
    • It's good that you are following a build with a leveling guide atleast. I'd expect you got a few more skills by now ^^
    • Atm I just run around with my gun and shoot at stuff. I see no option to sprint/jump/dodge so feels a little cluncky indeed. Also, I don't really have skills and I'm level 11. Maybe doing something wrong, but I'm following this guide; MR. THUMPYSHARTS Dual Wield Physical/Pierce Gun Tactician All I really did atm is the Crucible for the easy devotion points.    
    • Just a heads up, I thought the game was a bit cluncky at the beginning. But after pushing through the beginning stages I really started to appreciate the game. So give the game some time if you feel the same ^^ Have fun!
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