Thursday, January 30, 2014

Biggest Battle in Eve Online's Ten Year History, Over $300,000 USD Worth of Virtual Weaponry Lost


By Bixyl Shuftan

The game Eve Online on Monday Jan 25th saw the biggest battle in it's history. The "Battle of B-R5" involved 2,200 players between two alliances of two factions each, and the loss of hundreds of ships on both sides, including about 90 Titans, an unprecedented number lost in a fight.

In Eve Online, the competitive nature of the game results in occasional warfare between factions of players. With diplomacy and dealmaking, sometimes the result is fights between alliances of factions. And the game allows major factions to build some pretty big ships if they have the resources and time.

In Eve, the biggest ship that can be built is the appropriately named "Titan." These ships are truly gargantuan in both size and cost. In the game, they are kilometers long and "capable of disrupting the tides of planets." How much does it take to build one? A total of 3400 hours, months to build, and about 7600 US dollars worth of game currency. If committed to battle, they're a force to be reckoned with as it's main weapon can blow away smaller vessels with a single shot. But it's not indestructible, and can be lost. Because of it's cost in time and resources, the loss of one is the loss of a strategic asset. It doesn't happen too often. In the past, a faction than managed to wipe one out and put it up on Youtube could enjoy some bragging rights for a while. More recently, there were some fights that saw the loss of a few. In February 2011, 12 Titans were lost in the Battle of Uemon.

What caused this battle? A space station controlled by one alliance of two factions ended up for grabs after they lost ownership of it. Not because of enemy action, but because the rent wasn't paid on time, possibly because of espionage. The station was the alliance's headquarters in their war against another alliance, and the opposition jumped at the opportunity to try and take it. Success would mean their enemy would be prevented "from accessing a great deal of their strategic assets and war material." Faced with losing the base, and with it probably the war, the defenders made the decision to risk their Titan ships. The attackers brought in theirs, the result being a unique battle in Eve's history, "for over 100 of them to just leap into a toe-toe slugging match where their chances of survival are quite low is... unheard of. These two powerblocs are really taking an insane risk here."

Compared to a game like "World of Warcraft" in which a player getting clobbered results in the armor needing repairs worth roughly a fraction of an hour's worth of game cash, the losses in BR-5 were truly staggering. Iris Ophelia put it, "To understand the true scope of what happened in Eve last night, imagine instead loosing that same round ... And then loosing your car ... And that unfinished manuscript you've been putting all your free time into for months. ... 90 times."

One player posted in Facebook chat, "I lost a dreadnaught, but I'd been planning on loosing it gloriously for a while. ... Sadly, the node was totally borked. I never even got to fire a shot, since my grid never loaded for my client, but everyone who was already on field and had grid loaded nuked me in spades." Of his corp, FinFleet, "We got prison sodomized."

The battle went on for a while, until reinforcements for the attackers gave them the edge. The defenders then gave the order to withdraw to try to preserve what they could. The attackers continued to press their advantage scoring more kills and adding to the losses. "Both sides had lost an incredible number of dreadnaughts, and the price of Tritanium has been creeping upwards, anticipating the flurry of industrial production to come. While the final kill numbers aren't in yet, this fight has already blown past every single record for damage done in Eve."

And blown past every single record in damage done to dollars invested in virtual goods.

<iframe width="560" height="315" src="//www.youtube.com/embed/RCK-E5AopVI" frameborder="0" allowfullscreen></iframe>

(Click Here if the video fails to load)

*Update* For more information, check out Eve Online's Twitter feed at: https://twitter.com/eveonline

Sources: Polygon, New World Notes, Reddit Eve Online B-R5 Thread, The Mittani

Bixyl Shuftan

Friday, January 24, 2014

Getting a Luskwood Avatar In InWorldz


By Bixyl Shuftan

One issue some friends of mine have with InWorldz is the lack of variety of furry avatars. Although the Wingless freebie avs apparently have been around for a while, for some, this isn't enough. Some find the design a little dated. Others find them quite different from the particular look their used to. And of course people usually want as many choices as possible. While some might be tempted to get a copybotted avatar, this isn't a good idea. InWorldz's residents consider those just as bad as those in Second Life, if not worse.

So it seems for now InWorldz residents are limited to either sticking with the Wingless or learning to make their own avatar. As most are not really builders, the second seems like not really an option. So what about getting someone already skilled at making avatars here? If you're a user of Kinzart Kreatures (KzK) avatars, you can pretty much forget about having your look in InWorldz. On their Tumblr, the KzK spokesman branded Second Life residents thinking of moving to the smaller grid as cowardly, and dismissed the virtual world as a "haven for thieves and copybotters alike."

Luskwood had a different answer. Michi Lumin and others on the Lusk team have accounts on InWorldz.  Talking with Michi, she told me since I was a customer of theirs, they'd send me a copy of my red Fox avatar to me in InWorldz. Just allow for some time for it to arrive. After a few weeks, Michi sent me a message to look for a package when I returned there from Drew Luskwood. And heading back, I found a new box in my inventory, one for a Luskwood Red Fox. So I rezzed it on the ground, unpacked, and changed avs ...

And I was back to my familiar look from Second Life. Well, almost. I have a preference for flexi-tails, so I kept the one from the Wingless. Here's the avatar at Podex InWorldz.

Drew, whom is considered part of the Luskwood Core on his profile,  had sent a message asking if I got the avatar. I answered, and we had a short conversation.  Drew told me Luskwood wasn't quite ready to be setting up kiosks in InWorldz. They were waiting for the place to become a little larger, notably in the number of residents logging on daily. For now, they would have a limited presence in the smaller Grid, delivering avatars to individuals.

Still, Drew and others at Luskwood were impressed with InWorldz's rate of growth. It might not be long before Second Life's first avatar company has vendors in this virtual world.

Now if I can only find a fedora and light brown trenchcoat ...

Bixyl Shuftan.

Friday, January 10, 2014

Review of Cube World


From Xymbers Slade

I've been around, I just grew tired of writing for a couple years and thought I might pick up the digital pen again.

I recently heard of a game out on the internet called "Cube World" (https://picroma.com/cubeworld), marketed as "a voxel-based exploration RPG." Run by two people, it at the outset looks like some kind of Minecraft spinoff, but after I bought the game, I found that nothing was further from the truth. There's no building one's home or a base in Cube World, instead resting in inns and at various campsites found along the course of one's travels. It's very "pixel-ish" (but that's what one gets working with voxels, not that that is a bad thing) and looks like something Minecraft might be if it were done in a colorful, more basic style.

There are multiple races and classes with small skill trees (which I haven't messed about with any yet); I ran about as a human watching the procedural landscape generate for a good two hours instead. Races include Human, Elf, Dwarf, Orc, Goblin, Undead, Frogman (which looks like Frog from Chrono Trigger, a direct homage perhaps?), and Lizard Man, though I couldn't see any special racial bonuses between the various races. There are also several classes (Warrior, Ranger, Mage, and Rogue) each with two specializations (Warrior has Guardian and Berserker for example) to play around with.

Upon creation of a character, one enters a seed number (worlds with this seed number will always be alike, same as Minecraft) and a world name though I found out negative numbers can't be used as a seed, nor can word strings or anything like that. Hitting M brings up a map revealing the chunks of the world as they load up, with a town never far off, and battlegrounds the further you go from where you start. Get close enough to a battleground or "boss" area and you'll get a quest to wipe out the ruler of that area, which is easier said than done. Movement is with WASD (No key remapping, which was a turn off for me, I *loathe* WASD movement) and clicking the mouse buttons swings your weapon. There are multiple types of enemies to beat on, from bugs to animated onions to "biters" to boss monsters like ogres, and since you have to manually target or move to dodge, surviving such encounters is far harder than it looks. If you die, you respawn at what appears to be a statue of some kind somewhere nearby.

Ok, wandering around hitting monsters is fun enough, and there does seem to be crafting involved (which is something I haven't gotten involved with yet in any great detail). Towns have districts where you can trade, sell, craft and whatnot, so living out of them is very viable as you work to gain levels and become more powerful. Still, as I played it more and more I found myself asking "This is all nice and pretty, but what's the point?"

Cruising the forums briefly, I asked a few questions about the game having just bought it and all. There's no building of one's home or a base (yet --- looks like a planned feature). There are multiple quests (and what appears to be daily quests, as the game has an internal clock) for treasures and "Platinum Coins". I'd had problems with multiple mobs at once (a starting player is very weak) and while wandering there are often wandering parties of neutral or friendly NPCs. These guys, I learned, won't help, but if I lure monsters to them, they'll beat them up for me. It looks like there is a pet system (as I'd asked "how to deal with multiple mobs at once in a "boss like" area --- the answer is to tame a pet, which I have not yet figured out). I was surprised when I asked if I should have waited until more features were added and someone said "yes." There's no "ending quest" to beat the game, no "hardcore mode" for if you die you lose everything (maybe I'm too biased toward permadeath now).

Glancing at Wikipedia, it says that the game started in June of 2011 (by comparison, Minecraft would release its full first version in November that same year). Now I'm thinking 2011 up until now in 2013-2014 is more than enough time for multiple updates, but there doesn't seem to have been many at all. To be fair, there's only two people working on this: the creator and his wife. By comparison, the award-winning Cave Story was one guy over five years. I ran about the Cubeworld world for a good long time and thought "This could be fun, but there needs to be something more." There ARE multiplayer servers, so I hear, but I did not go looking either on the forums for newbie friendly servers or seeking out my own via google or anything.

So, after playing the game for about two or three hours, what do I think? This game has *potential*. I think Cube World could give Minecraft a major run for its money if it had more updates, more things to do, and more depth (or maybe I haven't tried hard enough, I've barely scratched the surface of the game so far). Its bright, colorful style is a breath of fresh air from the constant PVP and griefers of Minecraft. I think with the proper funding and if the creators had a proper programming/content team, they'd have a real hit on their hands that could compete on the level of Minecraft's popularity. I'm not even kidding. I did get constantly annoyed at getting killed so easily when I first started, and I'm not keen about no remapping of the keys, and throughout all of this I keep getting a "He's trying to reinvent the wheel" vibe here (but I think we can blame being overshadowed by hits such as Minecraft for that one).

I'm going to give Cube World three dragon hoards out of five, with the door wide open for a full 5-of-5 hit, because oh gods so much potential lies untapped here if done right. It's cute, bright, colorful, and probably has a lot more depth to it than I've tried looking for. But until there's more of an end goal/quest, more biomes, keymapping, and other things (besides the hang gliding and pet riding, two things I've gotten nowhere near trying yet), this game, while inexpensive, is going to live in Minecraft's shadow undiscovered.

Cubeworld is $20 USD, and can be found at https://picroma.com/cubeworld (though a free account is needed to be registered to purchase the game).

Xymber Slade

Monday, December 23, 2013

Interview with Elenia Llewellyn, InWorldz Founder


By Bixyl Shuftan

Somewhat like Second Life, the InWorldz Grid has a development and support team bend it. This includes three Founders, Elenia Llewellyn, Legion Hienrichs, and Tranquility Dexler. Unlike Linden Lab however, the InWorldz team is willing to talk to residents outside special events. I got in touch with Founder Elenia Llewellyn, and we met up at her home on the InWorldz grid.

"Welcome to my hidey hole," she greeted me.

I thanked her, and after a little talk, I asked her, "So what do you do here in InWorldz?"

"I am one of the partners,"  Elenia answered, "Where Tranq handles the day to day development of the grid and the developers, I handle the day to day administration and support."

I then asked her, "How did you get your start in virtual worlds?"

"Through Second Life actually," Elenia told me, "I remember watching it on the news one night, and I had long thought it would be cool to see a world where people could create their stuff and use it. Then a couple years later, I heard about SL (again) and had to go check it out. I didn't particularly care about the social aspects of it, as I'm a tinkerer and someone who likes to know the mechanics of something. So I dove into learning how to build. My big goal was to do furniture, but I have this obsession over making things look real, and this was just as sculpties were coming out. With the prim market of SL, my builds were too 'prim heavy.' It was kind of sad."

"So, I was talking to my friend, Bob Bunderfeld one day about this, and he pointed me to the metaverse at large. Tried another grid, and that didn't pan out, so I said to my friend Legion Hienrichs (who is also a partner) that I thought we should test out OpenSim and getting it up and running on our own."

"That was Feb. 12, 2009, our first successful test!"

"That's the date you set up your Grid?" I asked, "How did things go in the first days?"

Elenia laughed, "Not bad actually! Considering we were on GoDaddy barebone servers, and had to find a real host. Which meant a couple of re-installs of the system. After a while, we talked to friends who logged in and next thing we knew, what we had started as our own little building spot was quickly being asked for regions as well. (It) blossomed into a business before we knew it, albeit a non profiting business. But a business nonetheless."

"As time went on though, we quickly realized the limitations of the systems and the code and that we'd need a professional developer to handle it."

"How did you go about getting one?" I asked.

"Well, had a couple who tried," Elenia answered, "but I had put the word out that we were looking. One of our residents, Scotsgraymouser Janus knew some of the IBM folks over on SL, who knew Tranquility and referred him to us. Him and I talked via emails and then he worked on a particular module for us. Next thing you know, he was on board full-time and then a partner in the business."

"Btw, he'll forever deny the fact that I told him it would be hard work... he swears to this day I told him it would be easy-peasy as a joke." She grinned.

"About when did a number of people start coming here?" I asked, "Is it true that "the first thousand took almost a year, the second thousand just bait over a month"?

Elenia pondered her answer, "Hmmm, our first year we were pretty obscure. Sure we had a lot of people take a look, but it really started up after we got the economy going and groups working properly. But yes, that story is true as far as the second 1k took just a month. I don't tend to look much at registered users though to be honest unless I'm looking at the retention numbers. I look at people online, region sales and I'z buying/selling for real numbers on our growth."

"And when would you say that started growing?" I asked.

"We go through growth spurts," Elenia told me, "usually during the spring and fall, then that churns down during summer and fall. But our first real growth, unfortunately was from SL's handling of the homesteads. Then our next big growth spurt was recently as the TOS started to really get discussed which also coincided with our full PhysX rollout for vehicles."

"Now that we've been around for almost 5 years though, and have some really long term customers and residents, I think people are feeling comfortable with the idea that we are working hard to make a better virtual experience for users, and not going to disappear tomorrow."

"What have been some of the challenges in operating the Grid," I asked, "other than what you mentioned?"

Elenia thought over her answer, "Mmm, we had the technical issues of course of getting more and more avatars onto a region. The prim limits were a challenge. Physics was a challenge. Our scripting engine was a great challenge, and of course inventory fetching for users. On my side, biggest single challenge was fraud which we dealt with. Then keeping up with the grid code changes to keep support rolling as it should."

"Finding enough time in the day, is still a challenge while we balance real life and get more help. Those I think now, are our single biggest challenges."

"InWorldz used to be close to the size of one or two other Grids," I reminded, "Today no other virtual world is as large, except Second Life. What do you see as the reasons people choose InWorldz over other grids?"

Elenia answered the reasons for their success as, "Well, as I mentioned we do have longevity now almost 5 years later. People know our name, they've heard it a few times over the years. We've worked hard to provide a really great stable environment for our users, give them support, and outside of that, I think our biggest single positive is that we do listen to our residents and change things if we find a good way to do it. They feel that they are part of the world with a voice, that this IS their world and that's exactly what it is. Without their voices or opinions we can make changes all day long, but it has to be for the right reasons. They are the users and they know what they want to make their world into, we can only guess. They are our greatest source of inspiration."

"And, our biggest source of advertising! I can't count how many times I've heard from a new resident 'my friend told me to come check it out.' "

I then asked, "What would you say have been some of the best examples of resident creativity here?"

"Oh wow, where to start without showing favoritism?" Elenia needed a moment to answer, "I love our art shows, I love seeing our residents fantasies coming to life on the grid. It's almost a little insight into how they work and think. I love our events we sponsor. There's just so much talent out there, it's hard to define as best examples. I think the best example though, if I have to give it thought, is not individual creations, but individuals able to create now. Where before they felt constrained. To see them tackle things they've always wanted to try, and were afraid to do so."

"I have stuff in my inventory from the very early days of the grid still, of residents who wanted to show us that they were building and creating and thanking us for making it available to them. Those pieces, while old and beginner stuff, is really precious to me." She then began rooting through her inventory, putting objects on the ground, "And then I get this stuff from residents (grin) … Hey now I don't need a Christmas tree! .. Awwww a tiny snowglobe!"

She turned back to me, "And this is why I can't really give a best example.... I look at some of these gifts, people I've known for a long time and where they first started at. And they've come such a long way. Which is what we wanted, we wanted to free people to be creative, to test themselves, to learn and most of all, to love doing it."

I was briefly interrupted in real life, but Elenia stuck around until I returned. I then asked, "Will there be any special event for InWorldz on it's anniversary?"

"We are working that out as we speak as a matter of fact," Elenia answered, "laying out the plans for the 5th B-day bash in April."

I then asked, "Will there be any kind of event for when InWorldz reaches 100,000 residents?"

"Hmmm, they like to get together to have on the fly parties on IDI and welcome in the Xth user to log in." Elenia told me, "We encourage it and let them have fun on IDI. If I know our users and mentors, they will be watching that login screen like hawks. And next thing you know, there will be a dj, a disco ball, and all sorts of crazy going on." She giggled.

After a chuckle, I then asked, "So besides this, what are the future plans for InWorldz?"

Elenia responded, "Well, now that we've gotten our big portions handled and taken care of and feel we're on a more equal footing we want to expand this technology. Tranq has been working on InShape and getting that completely tested and working right. We've got some feedback there and then I'll start pushing that forward. We always want to look at ways this technology can benefit our lives, and we see a lot of great opportunity there for expanding it out for more users."

"We want to move more into delving into what PhysX can do in relation to the avatars and clothing and hair. We have a lot of good stuff we want to get going, but it all works hand in hand with growth so we can achieve those goals."

"Was there anything else you wanted to add for the readers?" I requested.

"A huge thank you to our users." Elenia smiled, "It's because of them that we do so much and keep going and for being our inspiration."

"Thank you for your time Elenia."

"Thank you Bixyl (smile)."

I then bade the InWorldz founder goodbye, and we both went our separate ways.

*  *  *  *  *   *  *  *  *  *   *  *  *  *  *  

On a personal note, although I requested members of Linden Lab to talk in the past, none would so much as answer me. I never saw my predecessors James and Dana interview a Linden either. This marks the first time Second Life Newser has sat down with one of the founders of a Grid for a talk.

Perhaps this willingness to chat with residents on their terms is one of the reasons some from Second Life have been checking out InWorldz.

Bixyl Shuftan

Sunday, December 22, 2013

What's New With the Angels in Minecraft


By Bixyl Shuftan

Besides the official Minecraft, there's a modified version known as "Feed the Beast," or FTB for short. Made not by Mojang, the company founded by Minecraft's creator, but by other players, FTB is different from "Vanilla" Minecraft as there's more kinds of minerals to dig and players are able to build more things, and do more things. The catch is FTB can "lag" a bit for players, and crash quite a bit, due to that severs can be quite taxing to the computers they're hosted on.

The "Angels" group in Second Life, friends of Nydia Tungsten, the majority whom reside in the Angel Estates, have a number of creative players. They had a taste of what they could do earlier on a FTB server hosted by Kit Repine. They could build new suits of armor, special boots that would keep you from being hurt in falls, energy guns that could take down hostile mobs, robot miners that could clear out huge sections of rock, "Portal" guns that allowed players to take shortcuts in getting around, being able to access new realms, and more. So when Nydia got a new computer about the time a new updated FTB was available, she created a server for it. She invited players over to "do their worst" with the most elaborate builds, and a number obliged, making huge machines that yours truly can barely figure out how to work, let alone build.

Unfortunately, Nydia's new computer failed. Not wanting to frustrate the Angels, Nydia moved the server to her older computer, but the server was frequently down due to crashes. Finally Kit offered to host Nydia's server on her computer, and it was transferred over.


 Players made huge, fancy, builds, such as a huge palace made by Valkyrie McGil.


There was also a giant "Tardis" constructed by Hojo. Note the big tree next to it, which was hollow, and could be made into a treehouse, which Jasmine did with another.


Yours truly while exploring near Hojo's base around found a tall, thin, natural feature beside a hill. I christened it "The Finger" and made that my base of operations, hollowing it out, and digging down to mine for ores and diamonds. I never did find any of the latter (nor closer pics of my base that I could have sworn I took). Jasmine would help in making a tunnel from it to just outside her hollowed giant tree.


FTB has a number of new mobs, such as wisps which can dart around and zap players. One player, Skylark (wearing a squid hat), came across a wisp spawner. But instead of destroying it, she grabbed it, and decided to cage it. 


Skylark made a place offshore, and putting the spawner down, began to encase it in glass. The spawner soon created new wisps, which took a toll on her. But eventually, she got it caged, and the wisps inside could only dart around harmlessly, unable to zap anyone.


Near Nydia and Brandi Streusel's base, a huge mining pit left by machines. Note the oil geyser behind it.

There were other features, such as "Mystcraft," which allowed players to travel to other worlds. Some could be hazardous, as their own laws of virtual nature could be quite different. One had burning sunlight that damaged players out in the open. We mused we finally knew what it was like to be a zombie.

Unfortunetly, the world would run into trouble that was beyond even Kit's computer and Nydia's skill. An early sign was when one of Skylark's pet squirrel's got loose, and when poked, it exploded and left a huge crater. The joke was it ate uranium from a reactor and turned into a "mini-nuke." But before the joke got old, a nuclear reactor build malfunctioned and blew. The result wasn't a big hole, but the whole minecraft world on the server had its code corrupted beyond repair. We would have to start over.

As it turned out, there was a new version of FTB out, or rather of the "Direwolf" which we used (FTB Launcher 1.3.2 / Minecraft 1.6.4 / Direwolf20 1.0.07). So we'd be getting new things to see, and play with. We were given about 48 hours of "creative mode" to aid in getting about and building what we wanted, then it was back to survival mode.


Near where I first appeared was a volcano, which made for a great reference point at night. The island in the sky seen to the upper left turned out to be made out of slime.


And not far from the volcano was a village. I went ahead and made it my base of operations, using creative mode to make a wall around it. Besides looking cool, it had the bennefit of helping keep out most of the mobs ... most. A few still spawn on the inside.


There were new mobs, such as blue mana creepers, and icy "Blizz" creatures that tossed snowballs. In creative mode, one could take on the appearance of mobs that the player clobbered at least one of. In the new FTB, focusing on an object or player up close would give you the name.


Jasmine and Kryxia built their own base some distance south of the volcano village. They would also build a fenced area of horses, donkeys, and other critters, and then a stable.


And to the north, this fenced in forest area with deer, squirrels, sheep, including the new rams, and other critters. I believe it's Skylark's base.

*Addition* It turned out it was Valkyrie's forest.


This new kind of tree's a bit big for cutting down for wood.


Not all wood has to be chopped down. Some trees have fallen and lie on the ground to be chopped up.


And so, the sun rises on a new world for the Angels of Second Life to build on. It's not their first, and most likely not the last. But they'll be making a few memories here when not in Second Life.

Bixyl Shuftan

Thursday, December 12, 2013

New Second Life / InWorldz Group: The Grid Walkers Welcome Center


By Bixyl Shuftan

In recent months, interest in the InWorldz virtual world has been growing. The majority of people visiting the place have been from the larger Grid of Second Life, often annoyed with updates that their computers have problems with or policies from Linden Lab that they do. But without anyone or anything to help you out, it can get pretty confusing on how to go about there.

Fortunately help arrived in the form of the InWorldz / Second Life Connection Center. This group in both grids, with locations in both, helped residents from the older grid get started and go about on the new one. It also helped organize a public discussion in Second Life about what was true and what wasn't about InWorldz.

But without any warning, on December 8 Amore Crux, the owner of the Connection Center, suddenly announced the group was closing. While the groups themselves have remained open, many of the staff have found themselves locked from posting, and most of the virtual locations were deleted. Zia Larina, the former manager of the center, was caught off guard like everyone else, and made a public statement to help clear up some misinformation going around. There has been much speculation as to why Amore closed down the place, and the reasons are still unclear.

The group's sudden closing meant that residents commuting between the grids would be without reliable help. Nydia Tungsten of White Vixen Enterprises, which had cooperated with the IW / SL Connection Center, made the decision to found another group to take it's place: The Grid Walkers Welcome Center. Zia began helping her out from the start.

"We started the Grid Walker group to address the need that was made by Amore's announcement and then closure of all the Connection centers," Zia explained, "The volunteer coaching will continue and the coaches are willing to keep helping people. There is a connection between both worlds and a group we can stay in touch with each other here or in SL. I feel sad that the Decisions that were made. In the end playing our game is for us and being able to do that with help and laughter makes playing and working in both SL and IW enjoyable."

At the Angels Foxshire sim in InWorldz, managed by White Vixen Enterprises, Nydia explained, "We were planning to make this area a form of welcome center already, when we found Zia and Amore. I thought to join with them in promoting a cross grid community, that is why WVE and IW/SL got together to hold the Q&A meeting in SL. I was blindsided by the closing of their welcome centers then found out it was a decision Amore had made on his own because of.... "differences"... he had with the founders, his decision affected ALL their members and left them out of the loop as to why and what would happen now."

"The idea behind the group was too important to let hang in limbo, so together with Zia we have formed 'Grid Walkers Welcome Center,' leaving it open for not just SL and IW for for ALL grid visitors, we have a Inbiz ATM here now for those that need it, and it should also be said that there was NO disruption in ANY inbiz services."

Asked about InWorldz's rate of growth and if the new group can handle the influx if numbers continued to grow at the level, Nydia stated, "I think as the grid grows our group should grow and the number of guides along with it, I have every confidence Zia will handle and train our guides so they can handle the new arrivals as then get here."

So once again, Second Life residents needing help while getting themselves established in InWorldz have a place to turn to.

"In the end, words of intention are all fine. It is the actions that we do that people will grow to trust," Zia commented, "not our words, but our actions and our consistency."

Bixyl Shuftan

Sunday, December 8, 2013

InWorldz/Second Life Connection Center Closes - Statement From Zia Larina


On December 7, Amore Crux suddenly announced the InWorldz/Second Life Connection Center was closing. Taking place less than a week after the discussion in Second Life about InWorldz which it helped organize, and about a day after the article on the event was published, this move was a complete surprise. Amore made a short anouncement, and deleted the center's regions in InWorldz and Second Life. The groups themselves are still up, though word is many people have already started leaving them.

Zia Larina, the manager of the Connection Center group and places, was not online at the time. Today, she made the following statement to the group in InWorldz and Second Life.

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Hello A/all,

I had some things happen in my real life that needed my attention starting about a week ago.  I needed to give up the IRT management position because I have real-life schooling.  Because of some issues concerning classes I needed to let that go and just focus on the Coaching which allowed me to be more random in my schedule; focused around my real-life classes.  I am in my BS/MS degree program right now and that is my primary focus in my real life.

I was in SL when Amore decided to close the centers and send word in group chat here.  I received some IM's in SL saying to get to IW.  When I went to IW I was given many NC on the conversation that happened in the group chat.  I will attempt to answer the main questions that were being asked and didn't get addressed.

1)  I sincerely apologize for what happened yesterday and the choice of Amore to close the connection centers down.  It was a big shock to all of us and to be fair I am not sure what really happened.  He has officially closed them down and there is no going back from that.

2)  All of you that have been volunteering your time to help people link and get set up here in IW and making their expansion of game and business we can still help and I am leaving lm's at the bottom.  Any terminal can be used as a linking point to help people get connected.

3)  For those of us who wish to still have a help group in case this one gets shut down.  Contact Nydia Tungsten.  She has created a group here and in SL for those of us still wishing to have a help group for each other.  This is their attempt at participating in helping us in this new direction.

4)  Elenia did a clean house and removed 6K from the welcome center group last week it is in the forums on the website.  Elenia did have a private discussion with Amore and made and official request that he stop a certain provision (check certificates).  To be fair she has never said anything against the centers, the group, and sat on a stage with us in SL answering questions in the meeting last Saturday.  If her official stance was in distancing the founders away from connection to us and our group then she would never have sat on that stage and would have done official IW answers based on the Feed after the meeting was done.  I had been speaking with her last week about getting connecting link to help people know solidly the reporting  people if they had issues with specific people at the Welcome Center and how to navigate that.  This was going to be included in the Coaching staff pieces.

5)  InBiz is a viable and established business and the terminals are working and linking and transfer of fund is still running as it has always been available.  You are able to use any atm terminal in IW at any location to access InBiz market place and to transfer lindens to IW.  There is an InBiz HQ on SL side.  ......Ellesmere (173,26,147)

**when using any terminal that will take money from your account whether it is a store or an ATM use the ctrl+alt+T if the prims are NOT red they are safe to use.  Use the Ctrl+alt+T to turn off again and shop or transfer funds.

In Conclusion,  I did not agree with the decision and I can understand if there have been stresses on Amore that maybe we don't know about.  I am at a loss as to how I can help on a personal level and that can not be helped.  I so sincerely apologize for all for all of the upset.

There are some options for all of you if you wish.  I will continue to help people if they need it and be available for questions the best I can.  I am sorry that Amore chose to close the centers and I apologize for the closures of the physical center locations.  If you have any questions please IM or send a NC and I will do my best to get answers to you as soon as possible.  For those of you who were coaching please IM me you are still very much needed and we can stream line this process a bit more if you are willing.

Sincerely,

Zia Larnia ~~ Ex Manager of the Connection centers.