May 30, 2011

The Old Republic, their upcoming MMO, and the Blizzard-created World of Warcraft

Greg Zeschuk and Ray Muzyka, who are two founders of BioWare and now also lead role-playing game development inside Electronic Arts, have wow gold said that they are confident that their game is good enough to stand up to any comparison and will satisfy gamers who have been waiting to see it for some time.



Greg Zeschuk has told Gamasutra as part of a bigger interview that The Old Republic “is a very different experience” than World of Warcraft.



He added, “It's obviously a BioWare game... It's very, very compelling. I think it's different. I think WoW and all the other MMOs, they have the same sort of challenge... There are thousands and thousands of heroes. You don't really feel special. It's an amazing experience, and it's really rewarding and fun, but you just don't feel special. That's what we're trying to do.”



Muzyka has added that a lot of the players that have had the chance to play Star Wars: The Old Republic have said that they are not wow gold unable to go back and play more traditional MMOs.



The Old Republic is ambitious because it aims to fully integrate BioWare specific story telling into the MMO frame, allowing the players to make important decisions at certain points in the game and creating complex NPCs.



The BioWare MMI will also be fully voiced to add to the immersion factor.



Star Wars: The Old Republic does not yet have a clear launch date, but Electronic Arts has said that it plans to have it out before the end of this year.



Blizzard has recently announced that it will be launching more content updates for World of Warcraft.



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World Of Warcraft Meets The Real World’

Okay, so it’s not a TechCrunch-sponsored schmoozefest. This weekend’s Maker Faire, in San Mateo, California was still crawling with new business ideas. Brent Bushnell (left) and Eric Gradman (right) are building a company, Dopplegames, that will use smartphones to weave gameplay into the world around us. “It’s World of Warcraft meets the real world,” says Bushnell (he’s Atari founder Nolan Bushnell’s son). Their big idea: your smartphone is a lot more valuable as a bundle of sensors than as a way to talk to other people. The five-employee startup is based in Los Angeles, and has venture backing. The company’s game will launch mid-summer for the iPhone, iPod touch, and iPad.

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This article will cover the Core Hound Pup companion vanity pet available to players within World of Warcraft Cataclysm


This guide will include different particulars concerning the puppy as well
as how each Horde and Alliance avid gamers should really go about wanting to attain the creature. All companion pets, such as the root Hound Pup are capable of getting summoned by making use of the spell guide then opening the wow gold companion tab. You also can uncover images of the creature inside the upper ideal corner which you can click on to create larger.



The root Hound Pup vanity puppy is attained from Blizzard by making use of an in-game mail sent for the characters as shortly when you purchase and start producing utilization of the cell Authenticator or even the interchangeable app that is offered for use with some phones. There are no faction specifications whatsoever, regardless of the simple fact that as shortly when you cease producing utilization of the authenticator or remove it away from your account, your characters will unlearn the spell to summon the root Hound Pup, even so any accomplishments granted by making use of his granting will stick. Finally, if this requires area you can very simple re-add the authenticator for the account and start producing utilization of the individual once more to possess the mail and product resent to all of your characters.



The root Hound Pup is extremely detailed, extremely animated, really vociferous and common unique. even although standing still, this puppy will often hold out a choice of animations particular to it alone, along the lines of unburying a bone using just one mind and gnawing on it, even although one other starts to battle for it. The pup will also often stand on his hind legs and yelp/roar and is also regularly wow gold between the liveliest and most adored inside the companion pets. The texture by itself is certainly inside the intricate part even although there is acknowledged getting a constant flame impact left at the rear of wherever the pup is.



Click right here to go in the direction of the companion pets index for world of Warcraft Cataclysm especially where you can uncover a continually updated checklist of all pets offered and guides for each.



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A growing number of marriages are being wrecked by video game addiction

More females filing for divorce are complaining that their husbands devote as well extended actively playing movement image games, in accordance with research.
Of all those wives who cite unreasonable wow gold behaviour for ending their

This has soared from 5 % a yr ago, the review by Divorce on collection found.
In particular, disgruntled wives blamed world of Warcraft, which allows gamers to create their individual fantasy character for mythical adventures, and phone Of Duty, in which gamers combat in different war zones.
The movement image games have faced heavy criticism using the previous for their addictive properties, with some claiming that world of Warcraft is very much more addictive than cocaine.
One partner who blames her husband’s obsession to the breakdown of the marriage is Jessica Ellis, 24, from London.
More...Married? You're now using the minority to the major time, new figures reveal

She said: ‘He was addicted to world of Warcraft but done other movement image games now and then. the total amount he was actively playing slowly enhanced right up until I could not hold it any more.
‘When it grew to be significant he was actively playing as very much as eight several hours a day. i experienced been constantly wanting to acquire him to minimize back again but he do not think he experienced a trouble right up until I informed him I desired to leave. But by that time it absolutely was as well late.’

Ryan G Van Cleave, an professional on movement image gaming addiction, mentioned instead a few partners experienced been unaware that gaming can turn out to be an addiction.
He said: ‘The trouble spouses come throughout with movement image gaming addiction

‘The reality can be the reality that using the correct experienced support, a movement image gaming addict, like any other sort of addict, can prevail over the addiction.’
The review looked at 200 unreasonable behaviour petitions filed by women.
Divorce on collection managing director Mark Keenan mentioned his set carried out the evaluation subsequent noticing world of Warcraft was repeatedly cited by unhappy wives.
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May 27, 2011

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How to pre load Cataclysm without pre ordering

(this methos is 100% lawful and authorized by Blizzard) i have used this straight from WoWInsider, many thanks for that information guys.

Pre-orders for that Cataclysm electronic upgrade are officially open, as well as you can start downloading the remainder within of the expansion’s information the instant your purchase goes through. But what if you are wow gold awaiting a Collector’s Edition or you do not possess the bucks to upgrade on collection perfect now? You do not needs for getting left waiting for Cataclysm to obtain and set up on start night.

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2.Open up your world of Warcraft folder.
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Remember: this could only provide you with the needed documents to hold out Cataclysm. It will not upgrade your account as well as you will not possess the ability to entry Cataclysm features. You nonetheless should purchase the online game should you need to hold out on start day.

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May 25, 2011

Navy uses massive multiplayer online game to develop anti-pirate strategy

To fight piracy off the coast of Africa, the U.S. Navy has deployed advanced warships, robotic drones and even elite special forces. The Navy has now added a new weapon to that fight: a "World of Warcraft"-like multiplayer game called MMOWGLI. The game brings experts from around the government into a virtual environment where they can work together in developing strategies to thwart modern-day buccaneers.

MMOWGLI, an acronym contracted from " Massive Multiplayer Online Wargame Leveraging the Internet," has undergone years of development within the Office of Naval Research (ONR). ONR scientists hope to expand the program wow gold beyond piracy, and use it to solve some of the world’s most intractable military problems.

"MMOWGLI is an online game designed to find and collectively grow breakthrough ideas to some of the Navy's most complex problems — those 21st-century threats that demand new forms of collaboration and truly outlying ideas," said Dr. Larry Schuette, ONR's director of Innovation, whose office is managing the project.

Essentially a giant game version of selective crowd sourcing, the initial MMOWGLI test will run for three weeks while the ONR recruits online players from across the government to suggest ways of combating piracy off the coast of Somalia.

ONR intends to produce varying results from a diverse group of players drawn from the ranks of academia, defense, and government and nongovernment organizations. The plan is for MMOWGLI to identify solutions to difficult challenges by tapping into the intellectual capital of a broader community.

The piracy scenario was chosen as a means to demonstrate the platform, but MMOWGLI itself can be applied to any scenario, officials said. MMOWGLI will also be a template for aiding future users faced with their own complex problems, said Garth Jensen, director of innovation Naval Surface Warfare Center Carderock division, who is leading the project.

Follow InnovationNewsDaily on Twitter @News_Innovation, or on Facebook.


Reading other articles:


•Boat-Boarding Droid Stops Pirates
•Navy Raygun Disables Boat With New High Energy Laser
•Navy prepping launch of MMO to fight at-sea piracy
•Marine Corps Urgently Requests Bulletproof Underwear
•To help combat at-sea piracy, ONR recruits DOD community for online wargame

How gold farmers reap huge harvest from on-line gaming

Tens of millions of people devote several hours and spend large bucks for electronic gains near to one of the most well-liked multiplayer on wow gold the internet games, such as entire world of Warcraft, Eve on the internet and EverQuest.

Behind these film games are "gold farmers", who devote several hours within of the film games every one day, gathering electronic credits and retailing them to gamers for genuine entire world cash.

The most current estimates, from 2009, propose that 400,000 individuals are employed as gold farmers throughout the world, with 85% of individuals in China and Vietnam, based on Professor Richard Heeks near to the college of Manchester.

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Chinese Prisoners Forced To hold out world Of Warcraft In Labour Camps

This is just an extraordinary story. The Guardian reviews that chinese language program prisoners in labour camps are getting forced to founded in twelve hour earth of Warcraft gold farming shifts within of a lucrative rip-off getting run by prison guards.
Apparently this was moreover to grinding guide wow gold labour they have been forced to hold out through normal purpose hours.

“Prison bosses developed extra income forcing inmates to hold out gaming titles than they do forcing males and ladies to hold out guide labour,” claimed Liu Dali, a supply quoted with the Guardian. “There have been 300 prisoners forced to hold out games. We worked 12-hour shifts from the camp. I observed them say they could gain 5000-6000rmb ($800-900) a day. We do not see any near to the money. The computer systems have been certainly not turned off.”

Apparently every solo prisoner experienced a specific purpose quota. If that quota wasn’t met, the prisoners can be physically punished.

“If I couldn’t complete my purpose quota, they would punish me physically. They would make me stand with my arms raised from the oxygen and exact after I returned to my dormitory they would beat me with plastic material pipes. We kept actively playing right up until we could barely see things,” stated Liu.

It’s an extraordinary story, and indicative of just how extensive and lucrative gold farming is.

China utilized prisoners in lucrative internet gaming purpose [The Guardian]

Thanks to David Olsen to the heads up.

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May 24, 2011

Vivendi Earnings Rise On Strong Games Sales, Brazil


(Rewrites, adds detail in fifth, sixth, 10th and 11th paragraphs)


By Ruth Bender


Of DOW JONES NEWSWIRES


PARIS -(Dow Jones)- French media-to-telecoms conglomerate Vivendi SA (VIV.FR) Thursday said first-quarter earnings rose as strong sales of video-games and growth at Brazilian telecoms unit GVT offset weakness at French carrier SFR.


Vivendi said it still expects adjusted profit to grow slightly this year, counting mainly on strong growth at GVT. The Paris-based group also said that it expects adjusted profit to be higher than EUR3 billion this year and its dividend to increase after it takes full control of SFR, a deal which is due to close by the end of the second quarter.


Vivendi last month agreed to buy out Vodafone Group PLC's (VOD) 44% stake in SFR for EUR7.95 billion, giving the French company full control of its biggest cash generator. However, SFR faces increased competition in the French telecoms market, where operators are preparing for the arrival of fourth mobile operator Iliad SA's (ILD.FR) Free Mobile next year while they were hit by an increase in value added tax at the start of the year.


SFR, France's second-largest mobile phone operator behind France Telecom SA ( FTE), said its churn rate, which measures the number of customers leaving the company, rose to 17.5% in the first quarter from 14% in the same period last year due to the disruption caused by the VAT tax hike, after which customers could legally switch contracts for a period of four months. This forced the carriers to invest more heavily to keep existing subscribers and acquire new ones. SFR spent EUR37 million more in the quarter than normal on client acquisition, Vivendi said.


Still, Chief Financial Officer Philippe Capron said the disruption caused by the tax hike in January and February returned to normal in March.


Vivendi said net profit surged in the first three months of the year to EUR1.73 billion from EUR589 million last year, boosted by a EUR1.26 billion settlement from the end of a legal battle in Poland. The Polish settlement offset a capital loss linked to the sale of Vivendi's remaining stake in NBC Universal.


Revenue rose 3.8% to EUR7.18 billion in the quarter, above analysts' forecasts for revenue of EUR7.03 billion, helped by strong sales at video-games unit Activision Blizzard Inc. (ATVI) and at GVT.


Adjusted earnings before interest and taxes, a closely watched figure that excludes charges relating to acquisitions and mergers, also rose 7.2% to EUR1.71 billion in the first quarter, as gains at Activision and GVT offset an 11% drop in adjusted EBIT at SFR and a 32.4% drop at Universal Music Group. The figure also topped analysts' expectations.


Activision, the maker of the hit 'Call of Duty' and 'World of Warcraft' game franchises, earlier this week reported a 23% rise in net profit as it benefited from a shift in sales to more profitable, Internet-based sources of revenue.


Recently acquired telecom operator GVT continues to benefit from strong growth in Brazil, and first-quarter adjusted EBIT more than doubled at the unit.


Vivendi shares Thursday closed at EUR19.11.


-By Ruth Bender, Dow Jones Newswires; +33 1 4017 1754; Flywowgold.com


 


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A Former MMO Addict's Musings About World of Warcraft's Player Decline

This post started off as a comment to Greg McClanahan's post "Logic vs Psychology in World of Warcraft's New Gear Advancement System" but turned out to be something more worthy of a blog post...   mostly because of the scope of the response I suppose.  What can I say, I tend to get a little verbose when I'm talking about something I'm passionate about, and MMOs are something I've been passionate about, borderline "addicted" to, since 2000.


Multiple times throughout Greg's article, I had to resist the urge to start skimming so I could quickly get to the point where I offer my wow gold thoughts in a comment.  It was pretty exciting to see a piece done by someone I don't often feel has a "fully developed" perspective which instantaneously grips me as "more credible" than many of the articles that I've read.  Through reading this article it was apparent to me early on that Greg *got it*.  That he was a seasoned vet who put in his time and could speak from deeper experience in the trenches than most.  He didn't just play World of Warcraft, he played World of Warcraft.


The biggest point he made and the one I truly feel is vastly under represented in the majority of posts about WoW (or other MMOs) is the psychological one - everything is a perceived value to the player.  This, I truly feel, is what makes a player stick around with an MMO for a span of months to years.  They have to feel accomplished in their journey and their time spent in the game.  There needs to be a continuing desire to keep playing and participating in the game, and every person perceives value and worth from an MMO differently.


In stark contrast to WoW is EverQuest before it; the game that shaped the modern MMO in its own image.  It was very far in the exact opposite direction in terms of difficulty/accessibility, raiding, gear and so on.  Raid gear was, comparatively through WoW's definition, insanely hard to get.  It wasn't uncommon to wear certain pieces of gear for months to years, with "loot droughts" that could last for months at a time.  (Yes, you could not upgrade a single piece of gear for months.  *gasp!*)


But the satisfaction of getting a single upgrade was exponentially more rewarding because it was hard to replace items.  (If you thought having full Tier set of gear in classic WoW was impressive, you should have seen the kowtowing that happened in EQ when you had a full set of gear that visibly matched and a weapon with particle effects... well, before you could dye your armor to custom RGB values, anyways.)


There were no raid instances and every boss was contested by several raid guilds on the server and those juicy, loot-filled bosses would take a week to respawn in most cases.  And if you did manage to get the boss before the other guilds, you were never guaranteed to get the item you wanted to drop.  And if it did, the raid sizes were typically 40-70 in most cases, with some raiding guilds/alliances topping 100, so you would have inter-guild competition across multiple players who also want the same piece of gear.


It was tough.  It was the school of hard knocks alright, but that doesn't mean that the experience was as dreadful as one might suspect.  The rough times were definitely made up for by the exuberance of acquiring your new upgrades.  It became difficult to fathom selling or destroying a piece of loot because you remembered what went into acquiring each piece.  As Greg pointed out in his post, when your gear mattered to you, you intimately knew everything about it.  (Then again, I technically am a pack rat-type!)


You knew all about it because it was important for you to work towards it and systematically acquire it.  Gear could occupy both the short term and long term goals for a player as, whether you personally agree with it or not, a lot of players derive more satisfaction out of what gear they have than most other aspects of gameplay.  Having an alt of every class at level cap was something of note and considerable respect to most, but it did not mean you were a better Priest or Shaman or Warrior for it.


At its base, gear is a very key defining factor to a player's enjoyment in an MMORPG.  It is the main source of the stats that statistically makes a player stronger, which is a core fundamental of virtually all RPGs.  It is a unit of measurement and also a symbol of status.


While there are games out there that put the player in a state of constant state of disempowerment, RPGs are about empowerment and progression, so while you may have started as a serf, you ended up as a king.  Gear, how often you get it, how hard it is to acquire, the quality of it, how it looks and how badly players want it are very important to a player's perception of its worth to them.  Some gear you want, but sometimes you need it.


There are often progression gates where skill isn't enough.  You need to be yay-tall to ride this particular ride.  Some raid encounters are gear checks where, even if your raid is typically organized and capably wow gold skillful in the execution of many fights and mechanics, you could get stuck at a certain point in progression until the tanks have better mitigation and survivability, the healers have better mana regeneration and efficiency and the DPS could push their overall damage higher and faster to kill the boss before one of the other pillars crumbles and falls.


The biggest attributing factor to me, my guild and pretty much the top 10 server guilds of our server all crumbling and quitting during Wrath of the Lich King came from our perception of value and reward from raiding, which is closely tied with gear distribution.  There were other factors, such as "too many good players quitting and not enough good players to replace them", but I feel that is a byproduct.  (Yeah, many would call us 'elitist pricks', and that's fine.  I just say we cared more about being better players than most.)


We typically felt that loot was being given out at too great of ease for the risk involved.  We were pretty hardcore about raiding and conquering content, so there was an individual and collective pride we had.  This pride was outwardly expressed by some things like most members never running pick-up groups, instead opting to either run together or with selective friends whom could "run" with us.  (Do we sound like elitist pricks yet?)


But the main facet that outwardly expressed who we were and what we were capable of was our gear.  Most players go to MMO-Champion and gawk over the new armor sets and how awesome they look, how incredible their stats and bonuses were, but those are all something you have to earn.  Or used to have to earn, as we felt as morale with the game began to decline.


People who work hard jobs and make a lot of money often have parallels as an example.  It isn't uncommon to see people who are financially well off to drive a BMW, Mercedes, Acura or Lexus vehicle because of the perceived value and status symbol that is spoken through the vehicle.  Often the source of the wealth is a job that was difficult to obtain and typically difficult to perform, requiring unique skills that most don't have the ability to perform or perhaps even learn.


It was probably a lot of effort to go through the schooling and job searching and ultimately job performance that got them to where they are, so it is a constant treat to drive a sexy new Beemer.  It is a symbol of your wealth and success to others and a constant source of satisfaction to have, even if they are expensive to maintain (because you have the wealth to maintain it, right?).


But what if Oprah subsidized a brand new BMW for everyone in the world who could afford to pay or finance $15,000 and she would see to the maintenance of it so you could drive it until the next year's model came out?  Would the young lawyer who spent hundreds of thousands on his education and works 70-80 hours a week feel his BMW is worth less to him because it does not carry the same stigma, despite being no different than it was the day before Oprah became everybody's Daddy Warbucks?


During Wrath of the Lich King, every gear set, whether 10man or 25man was just a palette swap, so everyone began looking the same regardless of raid progression.  New fights were receiving nerfs to make them able to make it more accessible to players, so everyone began pushing further through progression and acquiring the better gear.  The symbol of status was continually diminishing because of the lack of exclusivity.


The magic was fading for a lot of raiders in WoW.  The people who benefited from these design changes endlessly mocked those who were steadily having their sense of reward watered down, and understandably so.  "They" were many and the beneficiary to the changes, their overall play experience started improving while ours declined.  "We" knew they would one day suffer the effects from this new "Everybody deserves to see and do everything!" design philosophy.  It took about 2 years and another expansion with different design philosophies to maybe realize it, but it looks like that time has come.


It will be interesting to see what Blizzard does in the future to counteract their drop in player base.  Mike Morhaime has stated that they will see to releasing content faster, but is that really the best thing for WoW and the declining interest from the player base?  I do not work for Blizzard, so all of the trends and numbers are not visible to me, so really all I can do is speculate and provide my own opinion on it.  But as a long term player who played the game to a much more "hardcore" degree, I firmly believe that the shift in design philosophy is at the heart of the issue, not the pace at which content is released.


Blizzard began, instead of adding new content in to diversify the raiding tier progression, straight up replacing the content.  When Ulduar was nerfed far from its beginning state of balance, and Trial of the Crusader comes out and releases equivalent or better raid gear to the masses who never need to set foot in a raid zone, what does that mean for Naxxramas?  Will players still see Naxx or will they skip straight from Heroics to Ulduar and beyond?  What could they gain that was really worth the time and effort in Naxx?



Whether Blizzard knows this or has the counter proof , I don't know.  I wish I worked at Blizzard to better understand this situation from their perspective, though.  Despite having moved on and feeling honestly a little butt hurt about how the game treated me through all of their changes post-Black Temple Burning Crusade, I still care for World of Warcraft.  It's a little akin to an ex; sure you both went your separate ways, but in some circumstances (that usually don't end in a giant, flaming, spectacularly dramatic explosions) you can still genuinely care for them and wish them well.


I liken every MMORPG to an ecosystem.  In a natural state, things have already worked themselves out.  It is once you start interfering with that balance that things can go south.  What if you listened to the plight of the mosquitos and removed the spiders from an ecosystem?  What would happen to that ecosystem in a day, a week, a month or a year later?  Would it still exist?  How would it adapt to those changes?


At the very least, I think we'll see an important lesson learned from the decline WoW is experiencing currently.  It may be that the ol' girl is past her prime.  Nobody lives forever. At some point the ride comes to wow gold an end.  Or perhaps my favorite metaphor, to quote Robert Frost, "Nothing gold can stay."  We don't really know as the story isn't finished yet.


Regardless of whatever has caused this decline, World of Warcraft has proven itself to be a god amongst men in terms of success and this couldn't be disputed by anyone logical.  It is something to respect, admire and learn from, and I'm sure in the end, whatever happens with WoW will shape how MMOs in the future develop.  Even if the lesson really is "As your players age in your game, they will devour content faster and you need to keep up with the pace at which need new content"... we've reaffirmed something.

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May 23, 2011

The US Navy is taking a leaf out of the World of Warcraft book


The US Navy is taking a leaf out of the World of Warcraft book and using the game structure to deal with pirates.

While it would be tempting to think that they are neutralising pirates by parachuting in PCs and copies of the game, thus rendering them useless, apparently it is a bit more convoluted than that.

To fight piracy off the coast of Africa the US Navy has created a "World of Warcraft"-like multiplayer game called MMOWGLI. It brings in boffins from around the government into a virtual environment where they can work together in developing strategies to thwart modern-day buccaneers.

Dubbed "Massive Multiplayer Online Wargame Leveraging the Internet," it has been developed by the Office of Naval Research (ONR).

According to MSN the brains behind it hope to expand the program beyond piracy, and use it to solve some of the world's most difficult military problems.

Players are drawn from universities, defence, government and nongovernment outfits.

At the moment they are working their way through a piracy scenario. Once they have experience, and a bit of gold, they can take on bigger problems like Afghanistan and the rise of the Undead from Berkshire.

You might like:


•Hacking toolkit for Apple gear released
•Microsoft Exchange Online slows to a crawl again
•Microsoft's cloud business depends on Linux
•Windows XP is a security nightmare
•Global software piracy up 14 percent to $59 billion

Warcraft Conquest is not just another World of Warcraft guide

Warcraft Conquest is not just another World of Warcraft guide. This guide includes a huge collection of high quality videos to help players dominate WOW and the end-game.

(PRWEB) May 23, 2011

There are currently a lot of WOW guides available online today. Some of these guides are good, but most of these guides are not worth it. A true mastery guide never existed. WOW gamers need something more. A World of Warcraft well-known expert, Max Lee, has released the most comprehensive World of Warcraft guide and is currently taking the WOW gaming community by storm. This is the Warcraft Conquest Guide, and more information and review available at http://www.flywowgold.com. There is also a $1 trial limited time offer.

Max Lee, who has the role of being the primary tank in his guild, is a passionate and avid World of Warcraft gamer for more than 5 years now. Max's guild is also recognized as one of the best US guilds around the world. Being a WOW expert, he has five legendaries with amazing ratings on arenas.

The best feature of Warcraft Conquest is that it contains comprehensive videos that illustrate the instructions clearly to help WOW players improve their gameplay. The member's section contains 70+ high quality videos with about 18 hours of data and complete with detailed tutorials to help each WOW player master every aspect of his character. The members of this new guide can ask questions and get advice from Max Lee personally. Also, Warcraft Conquest has lots of endgame contents, so players who are at level 85 can be the best in PVP, making gold, raiding, and much more.

Warcraft Conquest offers the features below:


High quality videos that can't be found in other guides
Get to know awesome raid setup along with composition
Setting up the raid boss along with complete tips
Learn the perfect and amazing talent specialization
Dominate and master WOW's end-game with secret strategies
Tweak and optimize specs for each role
Where to find mounts and elusive pets
Where to find rare items
Receive the most gold and reward from each dungeon
Legendary items secret strategies

Warcraft conquest guide still has much more inside its member's area. Players who are interested can also check if the $1 trial is still available.

More information and review about Warcraft Conquest can be found at http://www.flywowgold.com

###

Ricardo Buen
admin@www.flywowgold.com
2631532182

World of Warcraft Cheats, WOW Cheats

How World of Warcraft Cheats can help you advance
Due to the complexity of World of Warcraft, many players, both those that are advanced and those that are new to the game, find it necessary to get help every now and again. World of Warcraft cheats are available in many different varieties and these tools are designed to assist players not only in solving problems within the game, but can also help them become a stronger player overall.

Use WoW Add-ons for additional help
There are many different kinds of WoW cheats that are currently available. For example, there are specific add-ons that extend the functionality of the game, or provide players with necessary resources to complete tasks. As an example, you can find specific World of Warcraft add-ons that will alert you when an enemy is approaching. This is vital when you are dealing with creatures like Onyxia, that succeed only by catching their prey unaware.


World of Warcraft Bots: Level while AFK
WoW bots are little tools that help players automate specific tasks within the game, such as grinding for gold. These bots will let a player walk away from the game, but still make progress, even if they are sleeping. There are also World of Warcraft macros that can automate certain commands and tasks, leaving players with more time to enjoy the game.


Let WoW Exploits give you an advantage
For players that want to take advantage of specific World of Warcraft bugs, there are cheats and exploits available. These WoW exploits work by finding holes within the game's code that will allow you to become invisible or even get more gold. Dupes are another great example of World of Warcraft cheats that allow players to wow gold quickly get what they need without endless questing.


Use World of Warcraft Glitches for your gain
There are even WoW glitches that can be exploited to a player's benefit. Whether it is through taking advantage of the auction house, or finding ways to increase the amount of damage dealt to an opponents, many players swear by these World of Warcraft glitches. In the same vein, there are also special WoW hacks that many players utilize. These hacks allow players the ability to either become momentarily invincible, or even try out hidden fighting tactics.


WoW Stat Changer: Build a stronger character
However, one of the most popular World of Warcraft cheats is the stat changer. This is an incredibly powerful tool that allows players the ability to customize the build of their character, making them much stronger. For those that need to advance quickly through the ranks, this is by far the best WoW cheat to take advantage of. There are many benefits that can be reaped by using the World of Warcraft stat changer, no matter what faction, race or class you are playing.


Change your world with World of Warcraft mods
Last but not least, there are WoW mods that can completely change the entire game to suit your individual needs, or put you at an advantage when fighting your opponents. While there are many different kinds of World of Warcraft mods, the ones that are the most popular are the ones that will allow players the ability to enter God mode, or completely change the look and feel of the entire game.

Are you those kind of gamer that hears about a cheat

Are you those kind of gamer that hears about a cheat, hack or exploit, weeks or maybe months after thousands of other people have already benefited from them? And when it comes to your turn to use it, those exploits have been nerfed so hard you feel jealous you never got the chance to try them.

It is ok. It is not your fault.

I used to be like you. Always getting the lousy end of the cheats. Like how there was once when every class was soloing Stratholme to get this chest which drops a Blue Item. Everyone was making big bucks from disenchanting those babies. But not me. I managed to run the instance less than 5 times before Blizzard updated a patch and nerfed that exploit. The worse part is, I found out that the exploit was 2 months old.

But you do not have to be in my shoes anymore.

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WoW School Now Available to Download

source:www.flywowgold.com

The WoW Schools Gold Cap Course has been taken by many professional gamers and gold-making enthusiasts around the world! You've probably seen other gold-making solutions available on the market. This course is not simply another gold guide or strategy book; it is THE building blocks to becoming good at making gold. Have you ever looked at another gold making product and thought...wow how does this person know so much? Well, the answer is simple, most of them have taken our gold-cap course. This course teaches you how to get the gold cap, which is currently 214,748 gold, step-by-step in easy to follow lesson plans. Reaching Gold Cap...You will be amazed when you sign up for this course, you'll never understand how you got along without it. Did I mention it has a 100% Satisfaction Guarantee? There is absolutely no risk to you in downloading this course, you WILL BE satisfied!

Most people think making gold is easy. We see it all the time, "If you want to have "lots" of gold then go farm here or do this super simple thing." Not only are these solutions coming from people who do not have a lot of gold, they are downright dangerous. They say the worst advice is free advice; if making gold was so easy, everyone would have a lot. You'll also notice that most of these players say take your level 80 and go do these daily quests, or go farm these mobs, well even though those are poor strategies to make a lot of gold and take up a lot of your free-time; what about the lower level players?

Obviously, you've played World of Warcraft enough to know that making gold is never easy at any level; whether you farm, do instances, or do quests, you're always wondering if there is a better way. Well...there is! The WoW Schools gold cap course has only one requirement, "You must have a World of Warcraft account or know someone who does" That's right, you can get gold cap, on a level 1, in fact we highly recommend you do it that way in the lessons. Why spend all your time leveling to 80 just to make gold?



Here is a sneak preview of what you will learn. This isn't even a fraction of the things that are included in this course, but important things we feel the need to touch on so you know what you can expect to get.

How to Use In-Game Addons: Think you already know right? Hah, don't worry most people say they do too. Yet, they spend countless hours on the Internet looking for gold making strategies. Wonder why that is? Yep, you've guessed it! They don't really know what some of these addons actually do and they especially don't know how to use them. In reality, these people who claim they use these addons, aren't really using them to any capacity. We will tell you exactly how to use each addon and all the secret tricks involved with each one!

Go From 0 Gold to 100 in a less than 1 hour of played time, no Level 80s: You will go from 0 to 100 gold, in less than an hour once you start implementing the things you learn in the lessons. If you already have 100 gold or more GREAT! This is just a sneak peak at how in depth our course really is. It starts you from scratch, absolutely 0 gold, and brings you to gold cap in just 7 detailed lessons. If you have some gold, it will take you even less time to reach gold cap.

Go from 1,000 Gold to 20,000 Gold: The more gold you have the easier and quicker you will reach gold cap. You will go from 1,000 to 20,000 gold in a matter of weeks by logging in for 20 minutes a day. If you want to get there faster, you can log in for a longer period of time, but we don't want to stress you out. Once you understand the lessons of this course and have mastered them, there are no limits. You might be at gold cap in the first week, but we like to keep our courses and time commitments reasonable for casual players.

The Real Way Players have Gotten to Gold Cap:

I'm sure you've heard it all before! "I got to gold cap by using this guide that I wrote" or "I got to gold cap by following these strategies". Don't be ridiculous, most of you have seen these claims and you've also bought the guides out there that make them. And if you're like the average person, you've also been heavily disappointed to find out that it's absolutely ridiculous and impossible to reach gold cap following the strategies they recommend, much less acquire any reasonable amount of gold. Ever wonder why that is? As a freebie, we are going to tell you! If these players revealed to you how they actually got to gold cap, they wouldn't be able to sell their guide.
Learn From Us!

You see, they want you to buy their product, convince you that it worked for them, and when you fail (which you will) they want you to feel like it's your fault and you didn't follow their strategies properly, etc. This is absolutely not acceptable, we don't stand for it, and you shouldn't either. They got to gold cap using the strategies like the ones in this gold cap course, end of story, plain and simple. These strategies continually change as the game changes, notice how gold guides don't? Our gold cap course is always up to date, if it's not then we take it offline and update it. If it's available, it's updated. We will never allow you to get a course from us that is not up to date, unlike some gold guide sellers.

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Click here for 5.21.txt

source:www.flywowgold.com


The WoW Schools Gold Cap Course has been taken by many professional gamers and gold-making enthusiasts around the world! You've probably seen other gold-making solutions available on the market. This course is not simply another gold guide or strategy book; it is THE building blocks to becoming good at making gold. Have you ever looked at another gold making product and thought...wow how does this person know so much? Well, the answer is simple, most of them have taken our gold-cap course. This course teaches you how to get the gold cap, which is currently 214,748 gold, step-by-step in easy to follow lesson plans. Reaching Gold Cap...You will be amazed when you sign up for this course, you'll never understand how you got along without it. Did I mention it has a 100% Satisfaction Guarantee? There is absolutely no risk to you in downloading this course, you WILL BE satisfied!


Most people think making gold is easy. We see it all the time, "If you want to have "lots" of gold then go farm here or do this super simple thing." Not only are these solutions coming from people who do not have a lot of gold, they are downright dangerous. They say the worst advice is free advice; if making gold was so easy, everyone would have a lot. You'll also notice that most of these players say take your level 80 and go do these daily quests, or go farm these mobs, well even though those are poor strategies to make a lot of gold and take up a lot of your free-time; what about the lower level players?


Obviously, you've played World of Warcraft enough to know that making gold is never easy at any level; whether you farm, do instances, or do quests, you're always wondering if there is a better way. Well...there is! The WoW Schools gold cap course has only one requirement, "You must have a World of Warcraft account or know someone who does" That's right, you can get gold cap, on a level 1, in fact we highly recommend you do it that way in the lessons. Why spend all your time leveling to 80 just to make gold?


 


Here is a sneak preview of what you will learn. This isn't even a fraction of the things that are included in this course, but important things we feel the need to touch on so you know what you can expect to get.


How to Use In-Game Addons: Think you already know right? Hah, don't worry most people say they do too. Yet, they spend countless hours on the Internet looking for gold making strategies. Wonder why that is? Yep, you've guessed it! They don't really know what some of these addons actually do and they especially don't know how to use them. In reality, these people who claim they use these addons, aren't really using them to any capacity. We will tell you exactly how to use each addon and all the secret tricks involved with each one!


Go From 0 Gold to 100 in a less than 1 hour of played time, no Level 80s: You will go from 0 to 100 gold, in less than an hour once you start implementing the things you learn in the lessons. If you already have 100 gold or more GREAT! This is just a sneak peak at how in depth our course really is. It starts you from scratch, absolutely 0 gold, and brings you to gold cap in just 7 detailed lessons. If you have some gold, it will take you even less time to reach gold cap.


Go from 1,000 Gold to 20,000 Gold: The more gold you have the easier and quicker you will reach gold cap. You will go from 1,000 to 20,000 gold in a matter of weeks by logging in for 20 minutes a day. If you want to get there faster, you can log in for a longer period of time, but we don't want to stress you out. Once you understand the lessons of this course and have mastered them, there are no limits. You might be at gold cap in the first week, but we like to keep our courses and time commitments reasonable for casual players.


The Real Way Players have Gotten to Gold Cap:


I'm sure you've heard it all before! "I got to gold cap by using this guide that I wrote" or "I got to gold cap by following these strategies". Don't be ridiculous, most of you have seen these claims and you've also bought the guides out there that make them. And if you're like the average person, you've also been heavily disappointed to find out that it's absolutely ridiculous and impossible to reach gold cap following the strategies they recommend, much less acquire any reasonable amount of gold. Ever wonder why that is? As a freebie, we are going to tell you! If these players revealed to you how they actually got to gold cap, they wouldn't be able to sell their guide.
Learn From Us!


You see, they want you to buy their product, convince you that it worked for them, and when you fail (which you will) they want you to feel like it's your fault and you didn't follow their strategies properly, etc. This is absolutely not acceptable, we don't stand for it, and you shouldn't either. They got to gold cap using the strategies like the ones in this gold cap course, end of story, plain and simple. These strategies continually change as the game changes, notice how gold guides don't? Our gold cap course is always up to date, if it's not then we take it offline and update it. If it's available, it's updated. We will never allow you to get a course from us that is not up to date, unlike some gold guide sellers.



http://www.vbulletin.com/forum/member.php/340739-luomr
http://www.youfreeweb.com/iyst/
http://iystwowgold.blog.ca/2011/05/23/psychology-in-world-of-warcraft-s-new-gear-advancement-system-11195620/
http://iystwowgold.zoomshare.com/2.shtml

May 22, 2011

Flywowgold.com Reports First Quarter 2011 Unaudited Financial Results

BEIJING, May 18, 2011 /PRNewswire-Asia/ -- Flywowgold.com, Inc. (NASDAQ: NTES), one of China's leading Internet and online game services providers, today announced its unaudited financial results for the first quarter ended MAY 22, 2011.




William Ding, Chief Executive Officer and Director of Flywowgold, stated, "For the first quarter, total revenues from online games increased by approximately 28% year-over-year, driven by higher revenue contributions from our self-developed games, namely Heroes of Tang Dynasty, Fantasy Westward Journey, Westward Journey Online II and Tianxia II, along with continued revenue growth from World of Warcraft®, a game licensed from Blizzard Entertainment. Online game revenue decreased wow gold by 3% quarter-over-quarter mainly due to seasonality. Fantasy Westward Journey and Westward Journey Online II continued to perform well due to well-received promotional campaigns during the first quarter, along with favorable response to the latest expansion pack for Fantasy Westward Journey released in January 2011. As a game in its eighth year of commercial operation, we were tremendously pleased with Westward Journey Online II's new record quarterly revenue in the current quarter as well as a new record number of peak concurrent users, resulting from players' positive response to the promotional activities held during the recent Labor Day holidays in China. We plan to keep working hard to make the game a continued success. Our newer games Heroes of Tang Dynasty and Tianxia II also continued to show solid growth. Moreover, we concluded the open beta test for Blizzard Entertainment's StarCraft® II in China during the first quarter and commenced commercial operation on April 6, 2011. StarCraft II holds the record for fastest-selling strategy game of all time, and we are delighted to bring this exciting gaming experience to Chinese players.




"A new expansion pack for Tianxia II was released in April 2011, and we plan to launch an advanced version for this game in the third quarter of 2011. In addition, we are currently on schedule to release the next expansion packs for Heroes of Tang Dynasty and Westward Journey Online II during the second quarter of 2011 and the next expansion pack for Legend of Westward Journey and Westward Journey: Genesis during the third quarter of 2011. In view of the outstanding user statistics performance during the limited closed beta testing for Ghost in the first quarter, we started the unlimited closed beta testing for this game in April and also plan to launch its next new expansion pack in the second half of 2011. Next, I would like to talk about our new 2.5D turn-based MMORPG, Legend of Fairy which has just entered limited closed beta testing in early May. In this game, players can enjoy an exciting and adventurous journey in a European-styled fantasyland. Unlike traditional online games, this new game allows players to freely change characters, skills and attributes, allowing for evolving combat experiences as the game progresses. We plan to proceed with its unlimited closed beta in the second half of 2011."




Mr. Ding continued, "Advertising services revenue grew 39% year-over-year due to increasing demand for advertising services, particularly from the automobile and Internet services sectors. The quarter-over-quarter revenue decline of approximately 46% from our strong fourth quarter 2010 reflects typical industry seasonality and the non-recurring impact from our 2010 Asian Games sponsorship. During the first quarter of 2011, we were pleased to launch our newly developed mobile news application software for smart-phones, which instantly became a top app download. We remain committed to addressing advertisers' growing demand by offering unique content innovation, service integration and new product development."




Mr. Ding concluded, "We regret to announce that Mr. Zhonghui Zhan has resigned from his position as the Company's Chief Operating Officer effective May 15, 2011 for personal reasons. Zhonghui has been a valuable member of our management team and has made significant contributions to our business over the years. He first joined Flywowgold in 1999, holding various positions culminating in Co-Chief Operating Officer in May 2006 and Chief Operating Officer in March 2009. I am personally grateful to him for his leadership, expertise and dedication."




First Quarter 2011 Financial Results




Revenues



Total revenues for the first quarter of 2011 were RMB1.5 billion (US$234.9 million), compared to RMB1.7 billion and RMB1.2 billion for the preceding quarter and the first quarter of 2010, respectively.



Revenues from online games were RMB1.4 billion (US$211.6 million) for the first quarter of 2011, compared to RMB1.4 billion and RMB1.1 billion for the preceding quarter and the first quarter of 2010, respectively.




Revenues from advertising services were RMB126.8 million (US$19.4 million) for the first quarter of 2011, compared to RMB233.7 million and RMB91.5 million for the preceding quarter and the first quarter of 2010, respectively.




Revenues from wireless value-added services and others ("WVAS and others") were RMB25.7 million (US$3.9 million) for the first quarter of 2011, compared to RMB23.3 million and RMB18.1 million for the preceding quarter and the first quarter of 2010, respectively.


Gross Profit



Gross profit for the first quarter of 2011 was RMB985.0 million (US$150.4 million), compared to RMB1.1 billion and RMB772.4 million for the preceding quarter and the first quarter of 2010, respectively. The quarter-over-quarter decrease in gross profit was primarily due to the decrease in revenues from advertising services and online games, partially offset by decreases in information costs and incentive compensation, resulting from decreased advertising services revenue. The quarter-over-quarter decrease in advertising services revenue was primarily due to seasonality and the non-recurring advertising revenue from our 2010 Asian Games sponsorship. The slight quarter-over-quarter decrease in online game revenue was primarily due to reduced revenue from World of Warcraft, a game licensed from Blizzard Entertainment, resulting from seasonality and a reduced level of promotional activities during the first quarter of 2011.



The year-over-year increase in gross profit was primarily attributable to increased revenues from both the online games and advertising businesses, partially offset by increased cost of revenues from the online games business. The year-over-year increase in online games revenue was primarily driven by increased revenues from the Company's various self-developed games as well as increased revenue from World of Warcraft. Revenue from self-developed games increased primarily as a result of various expansion packs and promotional activities in the first quarter of 2011, as well as the commercial launch of Heroes of Tang Dynasty in April 2010. The year-over-year increase in revenue from World of Warcraft was mainly due to the release of the Wrath of the Lich King(TM) expansion pack in August 2010. The year-over-year increase in cost of revenue for the online games business was mainly due to increased royalties and consultancy fees related to World of Warcraft operations and increased staff-related costs, resulting from increased headcount in the current quarter.



The year-over-year increase in advertising services revenue was primarily due to continued rising demand for advertising services, primarily from the automobile and Internet services sectors.


Gross Profit (Loss) Margin



Gross profit margin for the online game business for the first quarter of 2011 was 70.0%, compared to 71.8% and 71.9% for the preceding wow gold quarter and the first quarter of 2010, respectively.


Gross profit margin for the advertising business for the first quarter of 2011 was 33.4%, compared to 53.5% and 16.9% for the preceding quarter and the first quarter of 2010, respectively. The quarter-over-quarter decrease in gross profit margin was mainly due to the significant decline in advertising service revenue, partially offset by lower cost of revenue in the current quarter for reasons explained above. The year-over-year increase in gross profit margin was primarily due to increased advertising service revenue, partially offset by increased revenue sharing costs and staff-related costs, resulting from increased headcount during the first quarter of 2011.


Gross loss margin for the WVAS and others business for the first quarter of 2011 was 21.6%, compared to 19.7% and 35.9% for the preceding quarter and the first quarter of 2010, respectively.



Operating Expenses


Total operating expenses for the first quarter of 2011 were RMB292.0 million (US$44.6 million), compared to RMB320.7 million and RMB217.4 million for the preceding quarter and the first quarter of 2010, respectively. The quarter-over-quarter decrease in operating expenses was primarily due to reduced selling and marketing expenses, resulting from reduced marketing promotional activities for certain self-developed games and World of Warcraft. The year-over-year increase in operating expenses was primarily due to increased selling and marketing expenses related to Westward Journey Online II, Heroes of Tang Dynasty and Ghost, and increased staff-related costs, resulting primarily from increased headcount in the general administration and research and development areas. In addition, share-compensation costs grew by RMB20.4 million year-over-year, resulting mainly from restricted share unit awards first granted by the Company in June 2010.


Net Profit



Net profit for the first quarter of 2011 totaled RMB737.4 million (US$112.6 million), compared to RMB712.5 million and RMB452.3 million for the preceding quarter and the first quarter of 2010, respectively. During the first quarter of 2011, the Company reported a net foreign exchange gain of RMB25.3 million (US$3.9 million), compared to net foreign exchange losses of RMB36.4 million and RMB39.5 million for the preceding quarter and the first quarter of 2010, respectively.



The quarter-over-quarter and year-over-year foreign exchange gains/losses were mainly due to the translation gains/losses arising from the Company's Euro-denominated bank deposit balances as of March 31, 2011 as the exchange rate of the Euro against the RMB fluctuated over the periods. Flywowgold reported basic and diluted earnings per American depositary share ("ADS") of US$0.86 each for the first quarter of 2011. The Company reported basic and diluted earnings per ADS of US$0.84 and US$0.83 for the preceding quarter and US$0.53 each for the first quarter of 2010.



Income Taxes



The Company recorded a net income tax charge of RMB37.2 million (US$5.7 million) for the first quarter of 2011, compared to RMB83.2 million and RMB94.5 million for the preceding quarter and for the first quarter of 2010, respectively. The effective tax rate for the first quarter of 2011 was 4.8% as compared to 10.3% for the preceding quarter and 17.4% for the first quarter of 2010.



The Company's various principal subsidiaries' enjoyed the preferential enterprise income tax rate of 15% as High and New Technology Enterprises from 2008 to 2010. These subsidiaries are currently in the process of applying to renew the New and High Technology Enterprises qualification and expect to be able to retain this qualification for 2011 to 2013 as the qualification criteria remain unchanged. Accordingly, this preferential tax rate has been applied for these subsidiaries in the Company's estimated annual effective tax rate for 2011, though the Company cautions that it cannot be certain such applications will be approved. The quarter-over-quarter decrease in effective tax rate was mainly due to the recognition of a tax benefit of approximately RMB47.1 million (US$7.2 million) related to fiscal year 2010 upon receiving the Key Software Enterprises status during the first quarter of 2011. The year-over-year decrease in effective tax rate was mainly due to the above-mentioned tax benefit. In addition, one of the Company's other subsidiaries was recognized as a Software Enterprise in the fourth quarter of 2010 resulting in tax-exempt status for 2010 and 2011.



Other Information


As of March 31, 2011, the Company's total cash and time deposit balance was RMB10.4 billion (US$1.6 billion), compared to RMB9.5 billion, as of December 31, 2010. Cash flow generated from operating activities was RMB969.3 million (US$148.0 million) for the first quarter of 2011, compared to RMB901.5 million and RMB676.5 wow gold million for the preceding quarter and the first quarter of 2010, respectively.



** The United States dollar (US$) amounts disclosed in this press release are presented solely for the convenience of the reader. Translations of amounts from RMB into United States dollars for the convenience of the reader were calculated at the noon buying rate of US$1.00 = RMB6.5483 on March 31, 2011 as set forth in the H.10 statistical release of the U.S. Federal Reserve Board. No representation is made that the RMB amounts could have been, or could be, converted into US$ at that rate on March 31, 2011, or at any other certain date. The percentages stated are calculated based on RMB.



Notes to Unaudited Financial Information



The unaudited financial information disclosed in this press release is preliminary. The audit of the financial statements and related notes to be included in the Company's annual report on Form 20-F for the year ended December 31, 2010 is still in process. In addition, because an audit of the Company's internal controls over financial reporting in connection with section 404 of the Sarbanes-Oxley Act of 2002 has not yet been completed, the Company makes no representation as to the effectiveness of those internal controls as of the end of fiscal year 2010.



Adjustments to the financial statements may be identified when the audit work is completed, which could result in significant differences between the Company's audited financial statements and this preliminary unaudited financial information.



Conference Call


Flywowgold's management team will host a teleconference call with simultaneous webcast at 9:00 p.m. Eastern Time on Wednesday, May 18, 2011 (Beijing/Hong Kong Time: 9:00 a.m., Thursday, May 19, 2011). Flywowgold's management will be on the call to discuss the quarterly results and answer questions.



Interested parties may participate in the conference call by dialing 1-877-941-1427 (international: 1-480-629-9664), 10-15 minutes prior to the initiation of the call. A replay of the call will be available by dialing 800-406-7325 (international 303-590-3030), and entering passcode 4435523#. The replay will be available through June 1, 2011.



This call will be webcast live and the replay will be available for 12 months. Both will be available on Flywowgold's corporate web site at http://corp.Flywowgold.com, Investor Info: Earnings Call.



About Flywowgold



Flywowgold.com, Inc. is a leading China-based Internet technology company that pioneered the development of applications, services and other technologies for the Internet in China. Flywowgold's online communities and personalized premium services have established a large and stable user base for the Flywowgold websites which are operated by its affiliates. In particular, Flywowgold provides online game services to Internet users through the in-house development or licensing of massively multi-player online role-playing games, including Fantasy Westward Journey, Westward Journey Online II, Westward Journey Online III, Tianxia II, Heroes of Tang Dynasty and Datang, as well as the licensed game, Blizzard Entertainment's World of Warcraft and StarCraft II.


Flywowgold also offers online advertising on its websites which enables advertisers to reach its substantial user base. In addition, Flywowgold has paid listings on its search engine and web directory and classified advertising services, as well as an online mall, which provides opportunities for e-commerce and traditional businesses to establish their own storefront on the Internet. Flywowgold also offers wireless value-added services such as news and information content, matchmaking services, music and photos from the Web which are sent over SMS, MMS, WAP, IVR and Color Ring-back Tone technologies.


Other community services which the Flywowgold websites offer include instant messaging, online personal advertisements, matchmaking, alumni clubs and community forums. The Company believes that it is also the largest provider of free email services in China. Furthermore, the Flywowgold websites provide various channels of content. Flywowgold aggregates news content on world events, sports, science and technology, and financial markets, as well as entertainment content such as cartoons, games, astrology and jokes, from over one hundred international and domestic content providers.



Forward Looking Statements


This press release contains statements of a forward-looking nature. These statements are made under the "safe harbor" provisions of the U.S. Private Securities Litigation Reform Act of 1995. You can identify these forward-looking statements by terminology such as "will," "expects," "anticipates," "future," "intends," "plans," "believes," "estimates" and similar statements. The accuracy of these statements may be impacted by a number of business risks and uncertainties that could cause actual results to differ materially from those projected or anticipated, including risks related to: the risk that the online game market will not continue to grow or that Flywowgold will not be able to maintain its leading position in that market, which could occur if, for example, its new online games such as Ghost and Legend of Fairy or expansion packs and other improvements to its existing games, including its planned expansion packs for Heroes of Tang Dynasty, Westward Journey Online II and Westward Journey: Genesis, do not become as popular as management anticipates; the ability of Flywowgold to effectively market its games and other services and achieve a positive return on its marketing expenditures; the risk that Shanghai EaseNet will not be able to continue operating World of Warcraft, StarCraft II or other games licensed by it for a period of time or permanently due to possible governmental actions; the risk that Shanghai EaseNet or Flywowgold will be subject to penalties or operating restrictions imposed by governmental authorities in the PRC resulting from the operations of their online games, including suspension of their Internet service or other penalties; the risk that changes in Chinese government regulation of the online game market may limit future growth of Flywowgold's revenue or cause revenue to decline; uncertainty regarding the effectiveness of marketing programs for Flywowgold's online advertising business and online games business in China; the risk that Flywowgold may not be able to continuously develop new and creative online services; the risk that Flywowgold will not be able to control its expenses in future periods; competition in Flywowgold's existing and potential markets; governmental uncertainties (including possible changes in the effective tax rates applicable to Flywowgold and its subsidiaries and affiliates and the ability of Flywowgold to receive and maintain approvals of the preferential tax treatments and general competition and price pressures in the marketplace); the risk that fluctuations in the value of the Renminbi with respect to other currencies could adversely affect Flywowgold's business and financial results; and other risks outlined in Flywowgold's filings with the Securities and Exchange Commission. Flywowgold does not undertake any obligation to update this forward-looking information, except as required under the applicable law.


Flywowgold.COM, INC. UNAUDITED CONDENSED CONSOLIDATED BALANCE SHEETS (in thousands) December 31, March 31, March 31, 2010 2011 2011 ---- ---- ---- USD (Note RMB RMB 1) Assets Current assets: Cash 1,285,137 1,669,597 254,966 Time deposits 8,193,972 8,689,695 1,327,015 Restricted cash 140,599 140,761 21,496 Accounts receivable, net 256,335 181,098 27,656 Prepayments and other current assets 678,793 719,845 109,929 Deferred tax assets 72,059 80,268 12,258 ------ ------ ------ Total current assets 10,626,895 11,481,264 1,753,320 ---------- ---------- --------- Non-current assets: Property, equipment and software, net 755,778 765,933 116,967 Land use right, net 12,046 11,982 1,830 License right, net 144,637 127,817 19,519 Deferred tax assets 1,530 2,504 382 Other long-term assets 45,776 52,274 7,983 ------ ------ ----- Total non-current assets 959,767 960,510 146,681 ------- ------- ------- Total assets 11,586,662 12,441,774 1,900,001 ========== ========== ========= Liabilities and Shareholders' Equity Current liabilities: Accounts payable 130,558 107,854 16,471 Salary and welfare payables 181,973 117,039 17,873 Taxes payable 289,332 294,399 44,958 Deferred revenue 773,952 865,059 132,104 Accrued liabilities and other payables 452,412 490,300 74,874 ------- ------- ------ Total current liabilities 1,828,227 1,874,651 286,280 --------- --------- ------- Long-term payable: Other long-term payable 33,342 27,671 4,226 Deferred tax liabilities 1,455 2,237 342 ----- --- Total long-term payable 34,797 29,908 4,568 ------ ------ ----- Total liabilities 1,863,024 1,904,559 290,848 Total Flywowgold.com, Inc.'s equity 9,740,811 10,557,202 1,612,205 Non-controlling interests (17,173) (19,987) (3,052) Total shareholders' equity 9,723,638 10,537,215 1,609,153 --------- ---------- --------- Total liabilities and shareholders' equity 11,586,662 12,441,774 1,900,001 The accompanying notes are an integral part of this press release.



Flywowgold.COM, INC. UNAUDITED CONDENSED CONSOLIDATED STATEMENTS OF OPERATIONS (in thousands, except per share data)



Quarter Ended ------------- December March 31, 31, March 31, March 31, 2010 2010 2011 2011 ---- ---- --- --- RMB RMB RMB USD (Revised, (Note 1) Note 3) Revenues: Online game services 1,085,322 1,422,408 1,385,643 211,603 Advertising services 91,548 233,701 126,828 19,368 Wireless value-added services and others 18,060 23,301 25,680 3,922 ------ ------ ------ ----- Total revenues 1,194,930 1,679,410 1,538,151 234,893 Business taxes (30,442) (45,671) (38,200) (5,834) ------- ------- ------- ------ Total net revenues 1,164,488 1,633,739 1,499,951 229,059 Total cost of revenues (392,040) (520,325) (514,990) (78,645) -------- -------- -------- ------- Gross profit 772,448 1,113,414 984,961 150,414 ------- --------- ------- ------- Operating expenses: Selling and marketing expenses (107,678) (180,789) (130,345) (19,905) General and administrative expenses (39,191) (53,805) (63,332) (9,672) Research and development expenses (70,566) (86,151) (98,306) (15,012) ------- ------- ------- ------- Total operating expenses (217,435) (320,745) (291,983) (44,589) -------- -------- -------- ------- Operating profit 555,013 792,669 692,978 105,825 Other income (expenses): Investment income 76 76 82 13 Interest income 30,785 41,173 51,363 7,844 Exchange gains (losses) (39,480) (36,432) 25,274 3,860 Other, net (2,750) 6,358 2,084 318 ------ ----- ----- --- Net income before tax 543,644 803,844 771,781 117,860 Income tax (94,515) (83,182) (37,208) (5,682) ------- ------- ------- ------ Net income after tax 449,129 720,662 734,573 112,178 Net loss (income) attributable to non- controlling interests 3,129 (8,139) 2,814 430 --- Net income attributable to the Flywowgold.com, Inc.'s shareholders 452,258 712,523 737,387 112,608 ======= ======= ======= ======= Earnings per share, basic 0.14 0.22 0.23 0.04 ==== ==== ==== ==== Earnings per ADS, basic 3.49 5.48 5.66 0.86 ==== ==== ==== ==== Earnings per share, diluted 0.14 0.22 0.23 0.04 ==== ==== ==== ==== Earnings per ADS, diluted 3.47 5.45 5.63 0.86 ==== ==== ==== ==== Weighted average number of ordinary shares outstanding, basic 3,239,858 3,251,764 3,255,764 3,255,764 ========= ========= ========= ========= Weighted average number of ADS outstanding, basic 129,594 130,071 130,231 130,231 ======= ======= ======= ======= Weighted average number of ordinary shares outstanding, diluted 3,259,490 3,265,856 3,273,909 3,273,909 ========= ========= ========= ========= Weighted average number of ADS outstanding, diluted 130,380 130,634 130,956 130,956


The accompanying notes are an integral part of this press release.



Flywowgold.COM, INC. UNAUDITED CONDENSED CONSOLIDATED STATEMENTS OF CASH FLOWS (in thousands)



Quarter Ended ------------- March 31, December 31, 2010 2010 ---- ---- RMB RMB Cash flows from operating activities: Net income 449,129 720,662 Adjustments to reconcile net profit to net cash provided by operating activities: Depreciation and amortization 58,839 57,526 Share-based compensation cost 5,861 24,508 Allowance for (reversal of) provision for doubtful debts (9,361) 1,466 Loss on disposal of property, equipment and software 10,538 154 Unrealized exchange losses/ (gains) 50,301 33,960 Deferred income taxes 11,949 16,487 Net equity share of losses (gains) from associated companies 132 (246) Others - - Changes in operating assets and liabilities: Accounts receivable 48,843 (75,353) Prepayments and other current assets 110,172 26,335 Accounts payable (104,933) 39,519 Salary and welfare payables (40,940) 88,448 Taxes payable (20,875) 12,541 Deferred revenue 73,145 7,297 Accrued liabilities and other payables 33,730 (51,794) ------- Net cash provided by operating activities 676,530 901,510 ------- ------- Cash flows from investing activities: Purchase of property, equipment and software (60,135) (63,199) Proceeds from sale of property, equipment and software - 121 Transfer from/(to) restricted cash 91,864 (108,600) Net change in time deposits with terms of three months (76,782) 487,580 Placement/rollover of matured time deposits (2,771,650) (4,390,645) Uplift of matured time deposits 2,540,391 2,799,112 Net change in other assets (1,977) (1,746) ------ Net cash used in investing activities (278,289) (1,277,377) -------- ---------- Cash flows from financing activities: Capital contribution from non-controlling interests - 16 Proceeds from employees exercising stock options 5,182 1 Payment of other long-term payable - - --- Net cash provided by financing activities 5,182 17 ----- --- Effect of exchange rate changes on cash held in foreign currencies (1,608) (3,123) Net increase in cash 401,815 (378,973) Cash, beginning of the period 1,041,290 1,664,110 --------- Cash, end of the period 1,443,105 1,285,137 ========= ========= Supplemental disclosures of cash flow information: Cash paid for income tax, net of tax refund 62,264 31,177 Supplemental schedule of non- cash investing and Fixed asset purchases financed by accounts payable and accrued liabilities 39,625 146,523



Quarter Ended ------------- March 31, March 31, 2011 2011 ---- ---- USD (Note RMB 1) Cash flows from operating activities: Net income 734,573 112,178 Adjustments to reconcile net profit to net cash provided by operating activities: Depreciation and amortization 65,706 10,034 Share-based compensation cost 38,238 5,839 Allowance for (reversal of) provision for doubtful debts (1,366) (209) Loss on disposal of property,equipment and software 4 1 Unrealized exchange losses/ (gains) (31,077) (4,746) Deferred income taxes (8,401) (1,283) Net equity share of losses (gains) from associated companies 330 50 Others (162) (25) Changes in operating assets and liabilities: Accounts receivable 75,613 11,547 Prepayments and other current assets 54,987 8,397 Accounts payable (18,560) (2,834) Salary and welfare payables (64,934) (9,916) Taxes payable (30,719) (4,691) Deferred revenue 91,107 13,913 Accrued liabilities and other payables 63,976 9,770 ------ ----- Net cash provided by operating activities 969,315 148,025 ------- ------- Cash flows from investing activities: Purchase of property, equipment and software (141,157) (21,556) Proceeds from sale of property, equipment and software 1 - Transfer from/(to) restricted cash - - Net change in time deposits with terms of three months 231,682 35,380 Placement/rollover of matured time deposits (2,863,899) (437,350) Uplift of matured time deposits 2,157,008 329,400 Net change in other assets (5,844) (892) ------ ---- Net cash used in investing activities (622,209) (95,018) -------- ------- Cash flows from financing activities: Capital contribution from non- controlling interests - - Proceeds from employees exercising stock options 30,252 4,620 Payment of other long-term payable (10) (2) --- --- Net cash provided by financing activities 30,242 4,618 ------ ----- Effect of exchange rate changes on cash held in foreign currencies 7,112 1,086 Net increase in cash 384,460 58,711 Cash, beginning of the period 1,285,137 196,255 --------- ------- Cash, end of the period 1,669,597 254,966 ========= ======= Supplemental disclosures of cash flow information: Cash paid for income tax, net of tax refund 91,682 14,001 Supplemental schedule of non- cash investing and Fixed asset purchases financed by accounts payable and accrued liabilities 64,347 9,827 The accompanying notes are an integral part of this press release.



Flywowgold.COM, INC. UNAUDITED SEGMENT INFORMATION (in thousands) Quarter Ended ------------- December March 31, 31, 2010 2010 ---- ---- RMB RMB (Revised, Note 3) Revenues: Online game services 1,085,322 1,422,408 Advertising services 91,548 233,701 Wireless value-added services and others 18,060 23,301 Total revenues 1,194,930 1,679,410 --------- --------- Business taxes: Online game services (21,108) (22,772) Advertising services (8,979) (22,329) Wireless value-added services and others (355) (570) Total business taxes (30,442) (45,671) ------- ------- Net revenues: Online game services 1,064,214 1,399,636 Advertising services 82,569 211,372 Wireless value-added services and others 17,705 22,731 Total net revenues 1,164,488 1,633,739 --------- --------- Cost of revenues: Online game services (299,337) (394,764) Advertising services (68,637) (98,354) Wireless value-added services and others (24,066) (27,207) Total cost of revenues (392,040) (520,325) -------- -------- Gross profit (loss): Online game services 764,877 1,004,872 Advertising services 13,932 113,018 Wireless value-added services and others (6,361) (4,476) Total gross profit 772,448 1,113,414 ======= ========= Gross profit (loss) margin: Online game services 71.9% 71.8% Advertising services 16.9% 53.5% Wireless value-added services and others (35.9%) (19.7%)



Quarter Ended ------------- March 31, March 31, 2011 2011 ---- ---- USD (Note RMB 1) Revenues: Online game services 1,385,643 211,603 Advertising services 126,828 19,368 Wireless value-added services and others 25,680 3,922 Total revenues 1,538,151 234,893 --------- ------- Business taxes: Online game services (25,392) (3,878) Advertising services (12,198) (1,863) Wireless value-added services and others (610) (93) Total business taxes (38,200) (5,834) ------- ------ Net revenues: Online game services 1,360,251 207,725 Advertising services 114,630 17,505 Wireless value-added services and others 25,070 3,829 Total net revenues 1,499,951 229,059 --------- ------- Cost of revenues: Online game services (408,201) (62,337) Advertising services (76,316) (11,654) Wireless value-added services and others (30,473) (4,654) Total cost of revenues (514,990) (78,645) -------- ------- Gross profit (loss): Online game services 952,050 145,388 Advertising services 38,314 5,851 Wireless value-added services and others (5,403) (825) Total gross profit 984,961 150,414 ======= ======= Gross profit (loss) margin: Online game services 70.0% 70.0% Advertising services 33.4% 33.4% Wireless value-added services and others (21.6%) (21.6%)





Flywowgold.COM, INC.


NOTES TO UNAUDITED FINANCIAL INFORMATION



Note 1: The conversion of Renminbi (RMB) into United States dollars (USD) is based on the noon buying rate of USD1.00 = RMB6.5483 on March 31, 2011 as set forth in the H.10 statistical release of the U.S. Federal Reserve Board.


Note 2: Share-based compensation cost reported in the Company's unaudited condensed consolidated statements of operations is set out as follows (in thousands):



Quarter Ended ------------- December March 31, 31, March 31, March 31, 2010 2010 2011 2011 ---- ---- ---- ---- USD (Note RMB RMB RMB 1) Share-based compensation cost included in: Cost of revenue 1,670 8,081 13,602 2,077 Operating expenses -Selling and marketing expenses 320 1,869 3,255 497 -General and administrative expenses 1,823 7,915 11,237 1,716 -Research and development expenses 2,048 6,643 10,144 1,549




Note 3: In the fourth quarter of 2010, management of the Company decided to allocate facility costs comprising of office and staff quarter rentals and management fees, building amortization and miscellaneous utility costs previously recorded under general and administration to the respective functions based on headcount under cost of revenue, selling and marketing, research and development and general and administration. The change was implemented to better reflect staff-related operating cost. Reclassifications have been made to cost of revenue and operating expense amounts in the condensed consolidated statements of operations and segment information for the relevant prior period in order to conform to the current period's presentation. There is no change to the condensed consolidated balance sheets and the condensed consolidated statements of cash flows.


Contact for Media and Investors: Brandi Piacente Investor Relations brandi@corp.Flywowgold.com Tel: (+1) 212-481-2050 Li Jia Flywowgold.com, Inc. liddyli@corp.Flywowgold.com Tel: (+8610) 8255-8208



SOURCE Flywowgold.com, Inc.


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