Unhinged Merchants – A Look At Ailsa Muliaina’s AMU


The Unhinged Festival, held through Dec. 15, features a big gacha fair with a skull theme, lots of deejays, live performances and a big party. It’s all held in honor of Eku Zhong, who has undergone serious treatments and surgeries over the past few years. More info at http://unhingedsl.com.

Visit in Second Life

This City of Heroes shutting down business has upset me more than I thought it would, I haven’t played for a while! Although it would have been nice to go back for a last hurrah. Anyway, let’s go back to Second Life for another look at Unhinged, which made the destination guide as a featured event. The fundraising side has been quite successful so far. I’ve covered some of the partying but I haven’t covered the merchants, yes you can shop at Unhinged too! There’s plenty of time to shop too as the festival runs until December 15th.

Now I don’t do fashion, so I picked art. I don’t do art either, I’m artistically challenged! However my eye noticed that Ailsa Muliaina had a stall there, well I got the blogger pack first, then I went to the stall! Aisla, whose inworld brand is AMU has a set for Unhinged:

An Image Should Be Here
AMU Sketchy Gatcha

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City Of Heroes – Going Dark

The residents of Paragon City will after tonight, be wondering, where have all the good men gone and where are all the gods? Where’s the street wise Hercules to fight the rising odds? Isn’t there a white knight upon a fiery steed? The answer of course will be that they have all been slain by the corporation, it’s always the corporation that gets you in the end.

City of Heroes, the first super hero MMO and arguably still the best, pulls its plug tonight, to much dismay from its remaining userbase and stirs the memories of those who particpated in the past.

Originally developed by Cryptic Studios for NCSoft, City of Heroes launched in the United States in 2004, to high praise, coming to a computer near you in Europe in 2005. City of Heroes wasn’t the most challenging of MMO’s, but it was fun, lots and lots of fun, but it has been around for quite a while now, many a company would be happy that their game was still allegedly viable eight years after launch, but not NCSoft who decided enough was enough.

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Scaling Down To Save Tier Requires Major Collaboration

Another interesting coment came up from Inara Pey’s blog post (see previous post for link as I don’t want to spam pingbacks). Adomaw Lupindo raises a really interesting point about tier and scale:

Do you think that LL’s Mesh discounting was an indirect way to offer tier reductions without changing their product pricing scheme by passing on the work to the content creators? I’ve asked the opinion of an estate manager and what that might mean and it was pointed out that even though people could in theory cut their prim needs by a max of half—it doesn’t give them more or the same amount of landmass to play with that on.

Linden Lab have, over the last year or so given us opportunity to reduce our land impact (prim count in old money) numbers. We can now create 64 x 64 metre prims natively in the client, whereas the old maximum was 10 x 10, unless you were using workarounds, such as megaprims, which as far as I’m aware were never officially supported. We can use tricks and techniques using the convex hull shape to reduce the land impact score and we can buy or upload Mesh. This means that your 117 land impact allowance on a 512m parcel goes a lot further, so can everyone tier down? I mean tier is the bugbear (and is too damn high). The answer of course, is no, not everyone, not even the majority I’d guess and that’s an issue of scale.

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Getting The Balance Right

Inara Pey’s blog post regarding the article in The Register about Second Life being a failed technology, raises some really interesting points in the comments. I’ll pick up on some of them with a blog or two. A good starting place is a comment from Ezra, who feels that in many ways Second Life has failed:

Features roll out half-ass (mesh without deformer, shared media 2 years before everyone has a viewer that can see it). Some square peg in round hole features gain little traction at all (who needs pathfinding and quasi-AI without riggable NPCs? Only so much willingness to swap sculpt maps to fake it.)

Good points, I don’t see these points as equating failure, but they are points worthy of further discussion. Mesh did seem to be rolled out with buildings and props in mind, it largely works well in those areas, but it does seem short sighted not think people would want Mesh clothing. Hence this oversight started to give birth to Qarl’s Mesh Deformer Project  and it’s still in labour from what I’ve seen! However this is a feature for which residents raised funds to bring to Second Life. although it is of course a project in co-operation with Linden Lab, the oversight is one that makes people feel that Linden Lab don’t see the big picture.

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Aditi In Trouble

Nalates Urriah has a blog post on her blog and a forum post in the official forums regarding problems on the Aditi grid. Aditi is the preview grid, you can read more about it here. Basically this is where Linden Lab sometimes roll out server code for testing, or new features. This is part of the Q&A process.

Customers use it for other matters, I use it for playing around with Mesh, others use it for testing their products because Aditi is a place where you get a wad of Linden Dollars to play around with, so uploads are basically free. However bear in mind that what happens on Aditi, stays on Aditi, you won’t be able to bring your dosh across to the main grid, nor your uploaded products, you’ll need to upload on the main grid again and pay for them.

Now the issue seems to be that Aditi is creaking a little, it’s not a mirror image of the main grid, it has far less land and far less resources. Therefore it requires some housekeeping. Oskar Linden used to do this housekeeping, but of course, Oskar has now left the building and new solutions are being sought. I haven’t had any problems logging into Aditi, but it appears plenty of others have.

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