Recommended Posts

That video got me interested enough to write Arena.Net a letter and shoot them my beta testing resume to see if they need more alpha/beta testers.

Wish me luck gang, if I get in I'll report back.

I'd be interested in hearing if you get anywhere with it

GW2 looks good so far. Hopefully they can deliver on their promises. I played the original, but never finished it. It did get boring after while. Hopefully this "dynamic events" system they describe will fix the boredom issue.

I'm more looking forward to SWTOR though. That one seems like it's going to be amazing.

I'd be interested in hearing if you get anywhere with it

I doubt it. But hey, at least he tried.

That's part of why I thought I'd try, if you guys haven't seen my resume:

MMO's played: Aion, Auto Assault, Age of Conan: Hyborian Adventures, Anarchy Online, Asheron's Call, Asheron's Call 2, Champions Online, Chronicles of Spellborn, City of Heroes, City of Villains, Dark Age of Camelot, Dofus, Dragonica, Dungeons & Dragons Online, Dungeon Runners, Eve Online, EverQuest, EverQuest II, Final Fantasy XI, Free Realms, Guild Wars, LEGO: Universe, Lineage, Lineage II, The Lord of the Rings Online: Shadows of Angmar, Tabula Rasa, MapleStory, The Matrix Online, Priston Tale, RF Online, RuneScape, Star Wars Galaxies, Ultima Online, Vanguard: Saga of Heroes, Warhammer Online: Age of Reckoning, World of Warcraft and it's two expansions (and soon to be third).

Of the listed games above I have beta tested / quality controlled:

Aion, Age of Conan: Hyborian Adventures, Champions Online, Chronicles of Spellborn, City of Heroes, City of Villains, Dungeon Runners, LEGO: Universe, The Matrix Online, Star Trek: Online, Vanguard: Saga of Heroes, and World of Warcraft: Burning Crusade.

Each of these games I have played to at least level 25, and have spent more than three weeks in game. Some of these aforementioned (World of Warcraft in particular) I have been playing or played for years. I have been playing World of Warcraft for six years.

Games that are not MMO that I have participated in the Beta or Alpha:

Starcraft 2 (Beta) , Age of Empires: Online (Alpha upto Release).

SK[' date=20 August 2010 - 17:44' timestamp='1282319047' post='593054334]

You need to beta test RL imo. :D

Why should he bother? The only great thing are the graphics. The gameplay sucks and if you character dies your access to it will be revoked. Plus it's a DAMN long grind most of the time.... :rolleyes:

GC 2010 presentation demo: http://www.jeuxonline.info/video/2723/gamescom-2010-presentation-demo-guild-wars-2

Looks amazing and so far, I really like what they're doing with the game. Not that I was against them (the new features) upon reading, but it's just amazing to see how good it actually works in gameplay.

I agree. It looks quite awesome in that video. The game just can't come out soon enough.

It looks promising, but I'm still on the fence. I loved what GW1 started as, and ended up very disappointed by what it became. Prophecies was sold with the promise that the series was not about grind or time spent playing. Then Factions introducted allegiences you had to join and grind for to proceed through the game. Then Nightfall added big endgame stat boots for grinding. Eye of the north, overpowered skills for grinding. I could accept the things like the drunkard title ]SK[ mentioned. If someone was insane enough to waste an entire week of their life double clicking on booze icons, it at least didn't give them any advantage over people who had a life outside the game. But, slowly and surely, grind became the required norm.

I also liked playing all of the classes, but it got to the point whenever I logged on to one of my secondary characters, I got this nagging feeling that I should be tyring to get more titles on my main. It just sucked all the fun out of it. Thats when I quit GW, and I'm glad I haven't gone back. If I knew they'd go back to their roots and go back to what I thought made Prophecies so great, I'd get GW2 in a second. But I don't trust Arenanet to not make Guild Wars into Grind Wars again.

Actually.. I go out and bike for 4 1/2 miles every morning. :)

So about 12 minutes of bike riding? :p Assuming, since I was doing 15 minutes of riding (about ~6 miles) when I had a Rush membership recently.

Get out moar.

Hehe, I don't get out much myself either here lately.

So, after watching several gameplay videos from gamescom over at gametrailers, I have to say that I wasn't impressed.

http://www.gametrailers.com/video/gc-10-guild-wars-2/703345

The core gameplay looks solid enough, but the writing and voice acting leaves a lot to be desired. Especially after seeing what Bioware has been doing with SWTOR.

So, after watching several gameplay videos from gamescom over at gametrailers, I have to say that I wasn't impressed.

http://www.gametrailers.com/video/gc-10-guild-wars-2/703345

The core gameplay looks solid enough, but the writing and voice acting leaves a lot to be desired. Especially after seeing what Bioware has been doing with SWTOR.

I would take bad voice acting over no voice acting any day. I'm am so tired of walls of text that I don't even bother reading them in games anymore and as a result I miss out on much of the universe.

I would take bad voice acting over no voice acting any day. I'm am so tired of walls of text that I don't even bother reading them in games anymore and as a result I miss out on much of the universe.

before long we'll be skipping over teh voice acting too in these games.

i'm kinda disspointed to find out that there won't be any world pvp in the game. there is something called world vs world pvp which sounds alot like wow's av but on a bigger scale. and people seem to see this and think it means world pvp but it has nothing in common with what the mmo playing world knows as world pvp.

i'm kinda disspointed to find out that there won't be any world pvp in the game.

Good, it means I won't be camped by people 3x my level.

In all honesty, world PVP would be hard to do in GW in a sense. They would have to make it so you do not easily attack another person because there is no good and bad side (as far as player characters go), but they could make it like some other MMOs where you can force your character to attack another player. They would also have to add in a punishment system IMO to prevent abuse of high levels camping lower level areas just to kill and disrupt people they have no trouble beating.

I am all for PvP in a structured manner, but I hate games like WoW where you can just be running along questing, then suddenly get ganked by someone 20 levels higher than you with NOTHING you can do about it, and NO punishment for them doing it. Quick way to ruin a decent MMO IMO.

personally i love having to pay attention to my surrounding so that if a high level comes through ganking people i need to run in advance. getting ganked now and then really has very little impact on exp per hour, especially if you're already playing casually and taking your time.

i also like responding to calls for help from lower level players and guarding them while they grind.

a penalty/restriction system(for example lineage 2's) has pro's and con's. an alternative is pve only and pvp flagged servers. though niether system stops people from carebearing it up in so called pvp game or from rolling on pvp flagged servers in wow and raging a every time they get run into world pvp and spending hours upon hours of their time on the forums and in global chat saying pvp only belongs instances and world pvpers should be blacklisted and mass reported until they are banned and so on and so forth.

i don't want people like you on my pvp server anyway tbh. but at least give me and people like me the option to world pvp. although they failed in teh end, warhammer online and aoc both sold a tonne of boxes on the hopes it would be the next world pvp game. in aoc people world pvped all the way to 80 like mad and ignored instances because they gave no reward worth spending the time in them, and in WAR people only did world pvp at end game because the faction were seperated by useless pvp lakes and scenarios were too rewarding to waste time doing pve at all.

having multiple server types along these lines easy pretty easy and cheap to do, and it doesn't affect the structured/instanced pvp at all.

What needs to be done is PvP areas. While I wouldn't mind a PvP system like EVE's where PvP is possible anywhere but doing so in a high security sector gets you screwed regardless of level, that system doesn't always work out. What could work in a similar way is have security ranges and ratings for different cities. The closer you are to a higher rating city, the likelier chance you'll have the city gaurd come out and quell any violence, etc. That kind of system would keep PvP in known areas that have a risk vs. reward aspect to the questing.

Still, as it looks, Guild Wars 2 seems to be far more PvE based anyways and due to that structure, PvP should be reserved to either certain systems or between Guilds.

personally i love having to pay attention to my surrounding so that if a high level comes through ganking people i need to run in advance. getting ganked now and then really has very little impact on exp per hour, especially if you're already playing casually and taking your time.

It depends, if you are a rogue or a class that can easily hide from enemies then your right, it has very little impact on exp per hour. But if you are a class that is more likely to die to that higher level, then you can lose a good 10-15 minutes to a higher level that is picking on you (that includes travelling back to your body and what not).
i also like responding to calls for help from lower level players and guarding them while they grind.
I can understand that, but generally (from my own experience at least) cries of help come from people being camped by 2 or more people. They also do not typically happen in areas that I am off leveling in or hanging out in, which makes it less likely for me to see cries for help. I use to actually multibox with a high level character following my lower level, so if someone did come along I at least had some protection using my higher lvl.
a penalty/restriction system(for example lineage 2's) has pro's and con's. an alternative is pve only and pvp flagged servers. though niether system stops people from carebearing it up in so called pvp game or from rolling on pvp flagged servers in wow and raging a every time they get run into world pvp and spending hours upon hours of their time on the forums and in global chat saying pvp only belongs instances and world pvpers should be blacklisted and mass reported until they are banned and so on and so forth.
I can agree with that, I personally feel there could be a near-perfect penalty system for ganking, basically have an acceptable level limit so if someone kills someone that is 20 levels lower then them, they get punished UNLESS that person is attacking or has attacked recently another person. But if the higher level is within 5 levels or so (maybe less) of the person they are attacking, there is no punishment because they are generally close enough in level at that point that the lower level could possibly win. And I can agree with PvE and PvP servers, as I would gladly stay off of PvP servers, but having 2 servers for every area splits the community in half (potentially at least), meaning there will be that many LESS players on either server due to the option. What it needs is a sort of PvP system that you enable or disable a PvP flag in ALL areas (except designated PvP areas), and with that flag enabled you can attack other people with their flag enabled, but not people with their flag disabled. If your flag is disabled you cannot attack players with their flag also disabled, and you can attack players with their flag enabled, but doing so instantly enables your flag. Sort of like how WoW works, but ALL areas respect the PvP flag settings, not just friendly areas to that player.
i don't want people like you on my pvp server anyway tbh. but at least give me and people like me the option to world pvp. although they failed in teh end, warhammer online and aoc both sold a tonne of boxes on the hopes it would be the next world pvp game. in aoc people world pvped all the way to 80 like mad and ignored instances because they gave no reward worth spending the time in them, and in WAR people only did world pvp at end game because the faction were seperated by useless pvp lakes and scenarios were too rewarding to waste time doing pve at all.

having multiple server types along these lines easy pretty easy and cheap to do, and it doesn't affect the structured/instanced pvp at all.

Understandable, but I wouldn't want to play on a PvP server so you wouldn't have to worry about me being on it. The main issue with multiple servers covering the same area is it divides the community, so if you have a fairly small region that has say, 20,000 players, the second you split the server to PvE and PvP, each servers population gets cut but a large amount. I think keeping them all in one server but having a sort of rule system for world PvP helps keep all the players together, while not forcing anyone into the PvP aspect.

pve and pvp flagged servers split the community no more than just having multiple servers at all. by that reasoning there shouldn't be RP flagged servers which need special rulesets and stronger GM presences to enforce them, or any other kind of ruleset server that people ask for.

in lineage 2 the pvp worked like this: you flagged on a player by attacking them. if you killed them before they flagged on you by attacking you back you went red. which meant anyone could attack you without flagging. if you PKed 5 or more people like this, all at once or over time, you would have a decent chance of dropping an item you had equipped or in your inventory. to remove PKs you had to grind a special pet and you got no exp for your toon while you had it summoned. for 5 pks you usually had to level at least two of them to get back to 0. grinding off one PK usually took a couple hours, more PKs took more time.

clan wars when both clan accepted reduced exp loss from pvp to 1% from 4%(which was alot at higher levels)

ofc then you had people that ran their mouths and wouldn't flag, or clans that wouldn' accept the war until you had spent a great time PKing their members for full exp loss until they accepted or quit the game and even more time spent grinding off the red and the PK count pets.

and 10-15 minutes isn't much time at all, even though i think in wow now GY runs are like at most 30seconds-2minutes, and spawn areas aroun dyour corpse are more than enough to get away from corpse campers. i've had people try to corpse camp me on my mage and i had no problems getting away from them.

special pvp areas never work, because people never go into them, especially once they have the rewards from them. hell in WAR they increased exp and renown from forts substantially but still no one did them before end game because they were still crap exp per hour vs scenarios.

the eve system might work if guards were ever truly effective at doing more than urging people to run to them every time they came across pvp instead of fighting back. they have to either insta gib people to be effective or be killable and useless for their purpose. i'm not sure how high sec space in eve works, but from what i understand the e famous goon fleet had groups of 50 people in free ships doing suicide runs on people in teh "safe" areas with players dedicated to collecting the loot after.

pve and pvp flagged servers split the community no more than just having multiple servers at all. by that reasoning there shouldn't be RP flagged servers which need special rulesets and stronger GM presences to enforce them, or any other kind of ruleset server that people ask for.

True, but I do not think we need separate RP servers either....if people want to RP then simply do it and ignore the people who aren't playing along. I think if your going to have multiple servers, you need to allow people to easily switch between them.
in lineage 2 the pvp worked like this: you flagged on a player by attacking them. if you killed them before they flagged on you by attacking you back you went red. which meant anyone could attack you without flagging. if you PKed 5 or more people like this, all at once or over time, you would have a decent chance of dropping an item you had equipped or in your inventory. to remove PKs you had to grind a special pet and you got no exp for your toon while you had it summoned. for 5 pks you usually had to level at least two of them to get back to 0. grinding off one PK usually took a couple hours, more PKs took more time.

clan wars when both clan accepted reduced exp loss from pvp to 1% from 4%(which was alot at higher levels)

ofc then you had people that ran their mouths and wouldn't flag, or clans that wouldn' accept the war until you had spent a great time PKing their members for full exp loss until they accepted or quit the game and even more time spent grinding off the red and the PK count pets.

and 10-15 minutes isn't much time at all, even though i think in wow now GY runs are like at most 30seconds-2minutes, and spawn areas aroun dyour corpse are more than enough to get away from corpse campers. i've had people try to corpse camp me on my mage and i had no problems getting away from them.

Thats a good system IMO as it heavily punishes people for killing someone who does not want to PvP. It still allows world PvP, but punishes you for doing so.
special pvp areas never work, because people never go into them, especially once they have the rewards from them. hell in WAR they increased exp and renown from forts substantially but still no one did them before end game because they were still crap exp per hour vs scenarios.

the eve system might work if guards were ever truly effective at doing more than urging people to run to them every time they came across pvp instead of fighting back. they have to either insta gib people to be effective or be killable and useless for their purpose. i'm not sure how high sec space in eve works, but from what i understand the e famous goon fleet had groups of 50 people in free ships doing suicide runs on people in teh "safe" areas with players dedicated to collecting the loot after.

The problem with special PvP areas is it encourages fair fights or (at the very least) fighting people your own level and people who want to be there. From my own experience, probably 90% of world PvPers are higher levels in much lower level areas, in WoW for example, at least when I played, once you hit level 15 or so and until you got to level 50 or higher, you had to constantly watch your back so you were not swatted for a 1-hit death by a high level, once you got to a point you could actually defend against these high levels you almost never saw any. So I guess you could say designated PvP areas are barren because most people do not want fair fights, they want to laugh at the people they are 1-hit killing.

As for guards, I have never seen a game that used them efficiently, mostly because they are only in a few small areas and they still leave you open when you are actually out trying to play the game. One way they could do it, is allow guards to attack people who are flagged with killing someone without a PvP flag on. That would make it more difficult for those players to go back to towns to repair their gear or get some materials or what not. The only problem with that is it doesn't work well in games like WoW where you have 2 defined sides that are against each other.

I got a reply today!

Hello:

Thank you for your interest! At this time, we do not have information on beta testing opportunities for Guild Wars 2. Please keep an eye on the official Guild Wars 2 website for all the latest news and information.

All the best,

-Signed lead dev of the Guild Wars Team-.

As for guards, I have never seen a game that used them efficiently, mostly because they are only in a few small areas and they still leave you open when you are actually out trying to play the game. One way they could do it, is allow guards to attack people who are flagged with killing someone without a PvP flag on. That would make it more difficult for those players to go back to towns to repair their gear or get some materials or what not. The only problem with that is it doesn't work well in games like WoW where you have 2 defined sides that are against each other.

Your idea also makes sense in terms of realism. A player kills another player within viewing range of a city, the city will flag them higher and higher for each successive act. Each level adds onto the amount of time it will take to be forgotten by the city and allowed to enter safely. This would make an open PvP system that isn't a direct problem for a player until they need to equip. I like the idea of being able to kill players in a game, but also feel it should be something the community itself as well as the game dislikes. Also, central towns shouldn't allow any form of PvP.

So, after watching several gameplay videos from gamescom over at gametrailers, I have to say that I wasn't impressed.

http://www.gametrail...d-wars-2/703345

The core gameplay looks solid enough, but the writing and voice acting leaves a lot to be desired. Especially after seeing what Bioware has been doing with SWTOR.

You're assuming everything you see in those videos is final.. they haven't even started on the UI yet. They have a lot of time to improve and change things. It's way way to early to start saying I dislike this, or I dislike that when they haven't even said that the version in those videos is beta quality.

Good, it means I won't be camped by people 3x my level.

I am all for PvP in a structured manner, but I hate games like WoW where you can just be running along questing, then suddenly get ganked by someone 20 levels higher than you with NOTHING you can do about it, and NO punishment for them doing it. Quick way to ruin a decent MMO IMO.

+1. No pvp on the main world map is a good thing. This way one can enjoy the game instead of having any enjoyment sucked out by paranoia and camping.

I got a reply today!

Generic, kinda "auto-response" sounding message ftw?

This topic is now closed to further replies.
  • Posts

    • I'm fine with a little reasonable promotion of Edge, but the degree which they do it right now I consider extremely unreasonable. 
    • Microsoft AI boss no longer believes that AI will replace human workers by David Uzondu Mustafa Suleyman, the head of Microsoft AI, recently took back his statements concerning white-collar jobs that he gave to the Financial Times in an interview made back in February, where he claimed that AI would replace office workers within 12 to 18 months. On Monday's episode of The Verge's Decoder, Suleyman recast the technology as more like a helpmate than a tool designed to take over your job. He explained that smaller office duties will "increasingly become digitized, automated" as people generate more digital materials. During the discussion, Suleyman emphasized a "very important distinction" between "tasks" and "jobs" to clarify his previous claims. He argued that his earlier comments only referred to individual actions that people perform at their desks. Suleyman used to work for DeepMind, the research lab he co-founded in 2010 alongside Demis Hassabis and Shane Legg, before he left in 2022 to establish Inflection AI and build an empathetic digital assistant. Microsoft hired him in March 2024 to lead its newly formed "Microsoft AI" division, placing him in charge of consumer products like Copilot, Bing, and Edge. His February comments also detailed plans for Microsoft to achieve self-sufficiency with a $140 billion infrastructure budget to train frontier models, predicting that creating a customized AI will soon feel like creating a podcast or a new blog: The 41-year-old is not the only AI executive who's softened his "AI will replace you" stance. OpenAI's CEO, Sam Altman, last month used X to push back against employment panic by arguing that his startup builds tools to assist humans rather than build replacements. He had previously garnered backlash by suggesting that many modern office roles that AI might replace did not qualify as "real work" in the first place, at least when you compare desk jobs to physical, historical labor like farming.
    • Adobe Acrobat Reader DC 2026.001.21662 by Razvan Serea Adobe Acrobat Reader DC software is the free, trusted standard for viewing, printing, signing, and annotating PDFs. Its the only PDF viewer that can open and interact with all types of PDF content – including forms and multimedia. It’s connected to Adobe Document Cloud – so you can work with PDFs on computers and mobile devices. Adobe Document Cloud is a revolutionary, modern and efficient way to get work done with documents in the office, at home or on-the-go. At the heart of Document Cloud is the all-new Adobe Acrobat DC, which will take e-signatures mainstream by delivering free e-signing with every individual subscription. Document Cloud includes a set of integrated services that use a consistent online profile and personal document hub. With Adobe Document Cloud, people will be able to create, review, approve, sign and track documents whether on a desktop or mobile device. Businesses will be able to take advantage of Document Cloud for enterprise which provides enterprise-class document services that integrate into systems of record such as CRM, HCM, CLM, and CMS, adding speed, efficiency and transparency to getting business done with documents. Adobe Acrobat Reader DC new feature highlights: Work with PDFs from anywhere with the new, free Acrobat DC mobile app for Android or iOS. Select functionality is also available on Windows Phone. Use the new Fill & Sign tool in your desktop software to complete PDF forms fast with smart autofill. Download the free Adobe Fill & Sign mobile app to add the same option to your iPad or Android tablet device. Save money on ink and toner when printing from your Windows PC. Store and access files in Adobe Document Cloud with 5GB of free storage. Get instant access to recent files across desktop, web, and mobile devices with Mobile Link. Sync your Fill & Sign autofill collection across desktop, web, and iPad devices. Adobe PDF Pack premium features includes: Convert documents and images to PDF files. Use your mobile device camera to take a picture of a paper document or form and convert it to PDF. Turn PDFs into editable Microsoft Word, Excel, PowerPoint, or RTF files. Combine multiple files into a single PDF (web only). Get signatures from others with a complete e-signature service. Send, track, and confirm delivery of documents electronically instead of using fax or overnight services (tracking not available on mobile). Store and access files online with 20GB of storage. Download: Adobe Acrobat Reader DC 64-bit | 719.0 MB (Freeware) Link: Adobe Acrobat Reader DC Home Page | Release Notes | Screenshot Get alerted to all of our Software updates on Twitter at @NeowinSoftware
    • Meta will now use data from outside businesses to personalize AI responses by David Uzondu In an update that's rolling out globally (except in a handful of countries), Meta will use your data from outside businesses to personalize your AI responses and your primary feeds. Meta already utilizes your shopping activity to target ads, but the company now plans to expand this tracking to personalize other "parts of your experience" like feed algorithms and AI assistant chats. The company is replacing the two settings ("Your activity off Meta technologies" and "Activity from other businesses") that currently let you disconnect off-platform activity with a single, renamed setting called Activity from other businesses. If you don't want Meta to manipulate your feed and AI responses using your outside history, you can just turn the Activity from other businesses setting off in your account settings. This toggle resides within your Accounts Center, applying your choice to every connected profile. Turning this off will not stop companies from sending your data to Meta. The company will still collect your web interactions, but it only uses them to train products, while still accessing external accounts you connect. When The Verge spoke to Meta spokesperson, Emil Vazquez, the representative said that this update will exclude several locations at launch including the European region, the UK, Brazil, Thailand, South Africa, Turkey, South Korea, Ecuador, Nigeria, and Kenya. The new update comes at a time when the social media giant is recovering from a major PR disaster involving generative AI. Last week, there was a huge security issue on Instagram where attackers figured out a way to exploit a prompt injection vulnerability. Hackers managed to trick Meta AI into handing over account ownership (even if the victim had 2FA enabled). Some of the affected accounts include the dormant Obama White House profile, cosmetics brand Sephora, the Chief Master Sergeant of the Space Force, and security researcher Jane Manchun Wong. Internally, the company also had to scale back plans on its Model Capability Initiative (MCI), an employee-monitoring program designed to train corporate AI models by recording worker keystrokes and screen activity, after employees raised privacy concerns and complained about severe battery life drain.
    • JetBrains is working to cut false positives in RustRover 2026.2 by David Uzondu Recently, JetBrains released the fifth EAP build of its dedicated IDE, RustRover 2026.2, bringing improvements like a Run gutter icon for criterion_main! macro benchmarking and a feature that alerts you when there are unused traits in your current scope. Now, the company is out with a blog post addressing one of the "most common" complaints from users: false positives. In RustRover, a false positive occurs when the editor incorrectly highlights something as an error even though the project compiles and runs successfully. This mismatch flags a gap between the IDE's internal intelligence and the actual compiler. When the editor flashes red warnings over perfectly valid code, developers lose trust in the tool, which stalls momentum. Traditionally, RustRover runs cargo check to detect compiler errors and warnings, but it also relies on its own code analysis engine to power real-time features. To provide quick feedback, this engine parses your source code into a syntax tree while inferring types and resolving names as you type. Because this engine must work on broken, half-written code and react instantly, its logic sometimes diverges from the compiler's, producing false positives that do not exist in the compiler's eyes. JetBrains said that it has a "dedicated task force" focused specifically on identifying and fixing false positives by analyzing user reports and examining large-scale open-source projects. To speed up this process, the team built an internal system modeled after Crater, the famous Rust project that compiles and runs tests for every single crate published on crates.io. This automated pipeline compares the diagnostics from RustRover's analysis with actual compiler output to catch discrepancies before they reach users, ensuring smoother workflows. RustRover, for those who're unaware, is a dedicated IDE designed specifically for Rust developers. It's been around for a couple of years now, providing features like built-in debugging via LLDB, seamless cargo integration, advanced macro expansion, and HTML support. JetBrains distributes the app under two licensing models: a paid commercial subscription and a free option for non-commercial use.
  • Recent Achievements

    • One Year In
      Primer1st earned a badge
      One Year In
    • Experienced
      JayZJay went up a rank
      Experienced
    • Reacting Well
      Sir_Timbit earned a badge
      Reacting Well
    • Week One Done
      rubentuben8 earned a badge
      Week One Done
    • Week One Done
      ARaclen earned a badge
      Week One Done
  • Popular Contributors

    1. 1
      +primortal
      512
    2. 2
      PsYcHoKiLLa
      229
    3. 3
      Edouard
      134
    4. 4
      ATLien_0
      87
    5. 5
      Steven P.
      80
  • Tell a friend

    Love Neowin? Tell a friend!