Teppy writes: Since founding eGenesis in 1998 I've been the lead designer of A Tale in the Desert. Though ATITD never attracted a huge playerbase, it still has fiercely loyal fans, and proved that MMORPGs could be about things other than combat. About 3 years ago I decided to create another MMORPG, again without combat, and this time focusing on real-money gambling. In Dragon's Tale you level your character by completing gambling quests; as your level increases, new areas of the game can be explored, and new types of wagers become possible.
As you gain levels you can mentor new players, capturing a percentage of their gambling. You can create gambling events for others to play, putting up prizes and even charging entrance fees. You can gamble your way to political office, becoming governor of an island, and exercising the powers that go with the office.
I've made every game in Dragon's Tale unique: There is not a single slot machine or blackjack table to be found. But you can tip cows for money, run monkeys through mazes, feed ducks, go fishing, drink, smoke, 60+ different games in all, and new ones are being added all the time. Sort of a Disneyland for gamblers.
We're going to Beta on Friday, 12:00 Noon EDT with native clients for Linux, Windows and OSX.
Umuri writes: Bioware's long awaited MMO, Star Wars: The Old Republic(release date 12-20-2011), has hit a rather rough snag, as most online retailers have announced box delivery dates anywhere from the 22nd to the 29th or even some in next year. Yet EA has gone back on it's word to allow a grace period and is saying even preorders will be shutoff on launch day. Is this a plot for them to sell more digital copies(which they proudly advertise as code delivery on the 16th)? Or is it a supply screwball where they lack enough physical copies. Either way, it's bad PR.
myvirtualid writes: "Con Kolivas has done what he swore never to do: returned to the Linux kernel and written a new — and, according to him — waaay better scheduler for the desktop environment. In fact, BFS appears to outperform existing schedulers right up until one hits a 16 CPU machine, at which point he guesses performance would degrade somewhat. According to Kolivas, BFS
was designed to be forward looking only, make the most of lower spec machines, and not scale to massive hardware. ie [sic] it is a desktop orientated scheduler, with extremely low latencies for excellent interactivity by design rather than "calculated", with rigid fairness, nice priority distribution and extreme scalability within normal load levels.