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		<title><![CDATA[Epic Slant Forums - All Forums]]></title>
		<link>http://forum.epicslant.com/</link>
		<description><![CDATA[Epic Slant Forums - http://forum.epicslant.com]]></description>
		<pubDate>Thu, 11 Mar 2010 13:38:26 -0700</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[How to Setup &#x26; Use the R4DS for the Nintendo DS]]></title>
			<link>http://forum.epicslant.com/showthread.php?tid=51</link>
			<pubDate>Wed, 10 Mar 2010 21:33:04 -0700</pubDate>
			<guid isPermaLink="false">http://forum.epicslant.com/showthread.php?tid=51</guid>
			<description><![CDATA[The R4 DS is a slot 1 DS flash kit designed to play ROMs. I may be stating the obvious here, but the point is; that's what it's meant to do, and it does it very well. Often time's people are confused on how to properly setup the R4DS, and that is what I am here for.<br />
<br />
Step 1:<br />
<br />
You will first need to go to the R4DS.cn website and download the latest firmware available. The latest version currently is V1.18. Save this somewhere on your computer for now. Now you need to insert your micro SD card into the micro SD card reader that is included in the package. Now plug it into a USB port on your computer. This is often not necessary, but you can format the micro SD card as well using FAT32.<br />
<br />
Step 2:<br />
<br />
Drag and drop the four files from the English (V1.18) that you downloaded in the previous step. Now you can drag and drop any .nds files onto your SD card reader. You can also transfer mp3 files if you would like to.<br />
<br />
Step 3:<br />
<br />
Remove the micro SD card reader from your computer and then take out the micro SD card. Insert the micro SD card into your R4DS cartridge, and then place it in Slot-1 of your Nintendo DS<br />
<br />
Step 4:<br />
<br />
Turn on your Nintendo DS. If you did it right, it will say loading, and soon after you will be presented with the R4DS UI. If it gives you an error, then you did not transfer the V1.18 files over correctly. Go back to step one and redo it.<br />
<br />
Step 5:<br />
<br />
Now that it is completely working just find your game or MP3 and play it.<br />
<br />
Common Questions/Problems<br />
<br />
How do I play GBA games?<br />
<br />
First you will need a GBA Expansion Pack. The Ram Expansion packs will not work. Not all GBA Expansion Pack's are compatible with the R4DS. The built in slot2 loader for the R4DS isn't very reliable. I suggest doing a Google search in order to find an alternative. Be sure to do plenty of research before you buy something.<br />
<br />
What is the largest micro SD card the R4DS can support?<br />
<br />
The largest you can purchase is 4GB. The R4DS does not support the SDHC standard, so make sure you purchase the correct kind of card. A 4GB micro SD card will set you back around &#36;10 is you know where to look.<br />
<br />
How do I know if the R4DS is broken?<br />
<br />
There are some common signs. A major one is if it takes more than 30 seconds to load the R4DS GUI. Another is if the R4DS will not play any ROMs. Make sure you have the latest kernel for the R4DS (V1.18) and that you installed it correctly.<br />
<br />
Can I play NES or SNES games as well?<br />
<br />
Yes you can, but that is only if you have the proper software to do so. Doing some research on your own will net you the results you want.]]></description>
			<content:encoded><![CDATA[The R4 DS is a slot 1 DS flash kit designed to play ROMs. I may be stating the obvious here, but the point is; that's what it's meant to do, and it does it very well. Often time's people are confused on how to properly setup the R4DS, and that is what I am here for.<br />
<br />
Step 1:<br />
<br />
You will first need to go to the R4DS.cn website and download the latest firmware available. The latest version currently is V1.18. Save this somewhere on your computer for now. Now you need to insert your micro SD card into the micro SD card reader that is included in the package. Now plug it into a USB port on your computer. This is often not necessary, but you can format the micro SD card as well using FAT32.<br />
<br />
Step 2:<br />
<br />
Drag and drop the four files from the English (V1.18) that you downloaded in the previous step. Now you can drag and drop any .nds files onto your SD card reader. You can also transfer mp3 files if you would like to.<br />
<br />
Step 3:<br />
<br />
Remove the micro SD card reader from your computer and then take out the micro SD card. Insert the micro SD card into your R4DS cartridge, and then place it in Slot-1 of your Nintendo DS<br />
<br />
Step 4:<br />
<br />
Turn on your Nintendo DS. If you did it right, it will say loading, and soon after you will be presented with the R4DS UI. If it gives you an error, then you did not transfer the V1.18 files over correctly. Go back to step one and redo it.<br />
<br />
Step 5:<br />
<br />
Now that it is completely working just find your game or MP3 and play it.<br />
<br />
Common Questions/Problems<br />
<br />
How do I play GBA games?<br />
<br />
First you will need a GBA Expansion Pack. The Ram Expansion packs will not work. Not all GBA Expansion Pack's are compatible with the R4DS. The built in slot2 loader for the R4DS isn't very reliable. I suggest doing a Google search in order to find an alternative. Be sure to do plenty of research before you buy something.<br />
<br />
What is the largest micro SD card the R4DS can support?<br />
<br />
The largest you can purchase is 4GB. The R4DS does not support the SDHC standard, so make sure you purchase the correct kind of card. A 4GB micro SD card will set you back around &#36;10 is you know where to look.<br />
<br />
How do I know if the R4DS is broken?<br />
<br />
There are some common signs. A major one is if it takes more than 30 seconds to load the R4DS GUI. Another is if the R4DS will not play any ROMs. Make sure you have the latest kernel for the R4DS (V1.18) and that you installed it correctly.<br />
<br />
Can I play NES or SNES games as well?<br />
<br />
Yes you can, but that is only if you have the proper software to do so. Doing some research on your own will net you the results you want.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Mobile Phones Cause Cancer]]></title>
			<link>http://forum.epicslant.com/showthread.php?tid=50</link>
			<pubDate>Wed, 10 Mar 2010 21:32:37 -0700</pubDate>
			<guid isPermaLink="false">http://forum.epicslant.com/showthread.php?tid=50</guid>
			<description><![CDATA[It is a controversial issue which has been a matter of contention ever since mobile phones were introduced back in the nineteen eighties. Do mobile phones cause cancer? We all use them. Well over 2 billion people have cell phones worldwide, which makes the topic very important.<br />
<br />
Mobile phones essentially work by transmitting and receiving radio frequency microwave radiation, which in itself sounds dangerous. The government has released guidelines recommending that children under 16 should not use cell phones and adults should only use them for short calls. Does this mean the government is concerned there is actually a risk, especially to children who are still developing? If you are concerned for the well being of your child you can obtain more information from the Health Protection Agency of Radiation Protection.<br />
<br />
Both Maine and San Francisco in the United States plan on making it compulsory for handset manufacturers to place cancer risk labels on phones, similar to cigarette boxes. Indeed you can now buy phone shielding products, which are said to protect us from the harmful effects of phone radiation.<br />
<br />
All of this does sound very worrying. But no solid evidence has ever been found to support the notion that mobile phones do cause cancer. In 2006 a research study involving over 2,500 people concluded that no link could be found between the use of mobile phones and contracting a type of brain tumor called Glioma. A Danish study using over 400,000 people conducted over 21 years found no increased risk of forming a brain tumor from mobile phone use. Also most of these studies have looked at the use of older analogue handsets, which emit far higher levels of radiation than digital phones which most people use nowadays. Using a digital phone greatly reduces the exposure of radio wave radiation. All of this information can be found on the Cancer Research UK site.<br />
<br />
If cell phones were harmful surely by now there would be irrefutable evidence to prove that they did cause cancer. This is simply not the case. There are also plenty of other appliances such as televisions, DVD players and Microwaves which also emit similar amounts of radiation and no evidence has been shown to imply that these electronic devices cause cancer either.<br />
<br />
There is so much evidence to suggest that cell phones do not cause cancer it cannot really be ignored. You will always find scare-mongers and journalists who want to be controversial. The fact is well over 2 billion people use mobile phones in the world, most of them every day. If they did cause cancer there would have been a massive surge in the occurrence of brain tumors. Has this been reported, no it has not. If you want to use your mobile phone safely do not drive whilst using it. According to recent studies you are four times more likely to have a crash while using it.<br />
<br />
Until proven without reasonable doubt and when new legislation comes in making it compulsory for all manufacturers in the UK to advertise the potential health dangers of using mobile phones there is no immediate cause for worry.]]></description>
			<content:encoded><![CDATA[It is a controversial issue which has been a matter of contention ever since mobile phones were introduced back in the nineteen eighties. Do mobile phones cause cancer? We all use them. Well over 2 billion people have cell phones worldwide, which makes the topic very important.<br />
<br />
Mobile phones essentially work by transmitting and receiving radio frequency microwave radiation, which in itself sounds dangerous. The government has released guidelines recommending that children under 16 should not use cell phones and adults should only use them for short calls. Does this mean the government is concerned there is actually a risk, especially to children who are still developing? If you are concerned for the well being of your child you can obtain more information from the Health Protection Agency of Radiation Protection.<br />
<br />
Both Maine and San Francisco in the United States plan on making it compulsory for handset manufacturers to place cancer risk labels on phones, similar to cigarette boxes. Indeed you can now buy phone shielding products, which are said to protect us from the harmful effects of phone radiation.<br />
<br />
All of this does sound very worrying. But no solid evidence has ever been found to support the notion that mobile phones do cause cancer. In 2006 a research study involving over 2,500 people concluded that no link could be found between the use of mobile phones and contracting a type of brain tumor called Glioma. A Danish study using over 400,000 people conducted over 21 years found no increased risk of forming a brain tumor from mobile phone use. Also most of these studies have looked at the use of older analogue handsets, which emit far higher levels of radiation than digital phones which most people use nowadays. Using a digital phone greatly reduces the exposure of radio wave radiation. All of this information can be found on the Cancer Research UK site.<br />
<br />
If cell phones were harmful surely by now there would be irrefutable evidence to prove that they did cause cancer. This is simply not the case. There are also plenty of other appliances such as televisions, DVD players and Microwaves which also emit similar amounts of radiation and no evidence has been shown to imply that these electronic devices cause cancer either.<br />
<br />
There is so much evidence to suggest that cell phones do not cause cancer it cannot really be ignored. You will always find scare-mongers and journalists who want to be controversial. The fact is well over 2 billion people use mobile phones in the world, most of them every day. If they did cause cancer there would have been a massive surge in the occurrence of brain tumors. Has this been reported, no it has not. If you want to use your mobile phone safely do not drive whilst using it. According to recent studies you are four times more likely to have a crash while using it.<br />
<br />
Until proven without reasonable doubt and when new legislation comes in making it compulsory for all manufacturers in the UK to advertise the potential health dangers of using mobile phones there is no immediate cause for worry.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[How Google Buzz Will Change Your Social Media Marketing Strategies??]]></title>
			<link>http://forum.epicslant.com/showthread.php?tid=49</link>
			<pubDate>Wed, 10 Mar 2010 21:30:29 -0700</pubDate>
			<guid isPermaLink="false">http://forum.epicslant.com/showthread.php?tid=49</guid>
			<description><![CDATA[Only minutes after Google released its answer to Twitter and Facebook, Google Buzz, there has been lots of talk about how Buzz will change social media marketing strategies. Has it? So far, even social media marketers and interactive marketing professionals including Mashable and Forrester's Augie Ray has published their take on Google's potential Twitter or Facebook rival.<br />
<br />
While it's too early to predict how Google Buzz will fare in the social media sphere, it's easy to tell the difference between Buzz and its competing social sites. Whether you like it or not, Google is abuzz with something fresh and new when it released Buzz. How will this affect your social media marketing strategies? Here's how.<br />
<br />
Aggregate email and status feed into one.<br />
<br />
Not everyone who send emails use Twitter or Facebook. Some Gmail users don't easily buy into social media sites. Admit it, they're the types who would rather send and receive thousands of emails everyday than post updates or send tweets. By integrating Gmail and Buzz, Google makes it easier for you to reach those who had reservations about using other social networking sites.<br />
<br />
Google Buzz "filters" relevant updates.<br />
<br />
I don't know about you but half of the tweets and Facebook updates I receive are irrelevant. You can't get rid of the noise and it's hard to filter messages unless you "unfriend" someone, which is highly unlikely So here comes Buzz with its relevance filtering feature. It's a quite smarter way of decluttering your space without the need of "unfriending" your friend.<br />
<br />
A potential ad strategy.<br />
<br />
Yes, Google is still Google. On Google Buzz's main page, there's a feature that reads: "Just the good stuff: Buzz recommends interesting posts and weeds out ones you're likely to skip." Let's not speculate too much about Buzz but to recommend what's interesting may mean another potential ad strategy for Google. Whiles this feature seems to be a part of decluttering your space, users will likely receive data Google wants them to read.]]></description>
			<content:encoded><![CDATA[Only minutes after Google released its answer to Twitter and Facebook, Google Buzz, there has been lots of talk about how Buzz will change social media marketing strategies. Has it? So far, even social media marketers and interactive marketing professionals including Mashable and Forrester's Augie Ray has published their take on Google's potential Twitter or Facebook rival.<br />
<br />
While it's too early to predict how Google Buzz will fare in the social media sphere, it's easy to tell the difference between Buzz and its competing social sites. Whether you like it or not, Google is abuzz with something fresh and new when it released Buzz. How will this affect your social media marketing strategies? Here's how.<br />
<br />
Aggregate email and status feed into one.<br />
<br />
Not everyone who send emails use Twitter or Facebook. Some Gmail users don't easily buy into social media sites. Admit it, they're the types who would rather send and receive thousands of emails everyday than post updates or send tweets. By integrating Gmail and Buzz, Google makes it easier for you to reach those who had reservations about using other social networking sites.<br />
<br />
Google Buzz "filters" relevant updates.<br />
<br />
I don't know about you but half of the tweets and Facebook updates I receive are irrelevant. You can't get rid of the noise and it's hard to filter messages unless you "unfriend" someone, which is highly unlikely So here comes Buzz with its relevance filtering feature. It's a quite smarter way of decluttering your space without the need of "unfriending" your friend.<br />
<br />
A potential ad strategy.<br />
<br />
Yes, Google is still Google. On Google Buzz's main page, there's a feature that reads: "Just the good stuff: Buzz recommends interesting posts and weeds out ones you're likely to skip." Let's not speculate too much about Buzz but to recommend what's interesting may mean another potential ad strategy for Google. Whiles this feature seems to be a part of decluttering your space, users will likely receive data Google wants them to read.]]></content:encoded>
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		<item>
			<title><![CDATA[want to become a Video Game Tester]]></title>
			<link>http://forum.epicslant.com/showthread.php?tid=48</link>
			<pubDate>Wed, 10 Mar 2010 21:23:42 -0700</pubDate>
			<guid isPermaLink="false">http://forum.epicslant.com/showthread.php?tid=48</guid>
			<description><![CDATA[Getting a job in gaming as a game tester is a question that many have been wondering about how to get into. A lot of serious gamers are flocking from all over trying to get into the game testing arena. But getting that first foot in the door can be a challenge in itself for those that don't how to get their first foot into the door.<br />
<br />
Generally the starting salary for a newbie game tester is around &#36;23,000 or more depending on which company decides to hire you. And having three or more years under your belt as a game tester can easily give you the earning capacity to bring home &#36;40,000 and more every single year. Getting into the field to become a video game tester will require you to become a serious gaming lover with a good knowledge of the many types of games available and genres.<br />
<br />
Even though this job does not require any technical expertise, you must have good writing communication skills because feedback is very important to ensure all glitches are fixed before the video game being sent out to the general public. Having a good eye for details and persistence is very important as well if you want to get a job to begin testing video games.<br />
<br />
The game testing field is going to be around for a very long time which means there is going to be job security as well. Obviously, if you are looking a job in the game testing field it is a good idea to keep up with the recent trends that is going on in the gaming field which should not be a problem if you have already been gaming for a while now. Becoming a gaming tester will obviously require other skills as well in order to be a strong candidate to win the position to become an official gaming tester.]]></description>
			<content:encoded><![CDATA[Getting a job in gaming as a game tester is a question that many have been wondering about how to get into. A lot of serious gamers are flocking from all over trying to get into the game testing arena. But getting that first foot in the door can be a challenge in itself for those that don't how to get their first foot into the door.<br />
<br />
Generally the starting salary for a newbie game tester is around &#36;23,000 or more depending on which company decides to hire you. And having three or more years under your belt as a game tester can easily give you the earning capacity to bring home &#36;40,000 and more every single year. Getting into the field to become a video game tester will require you to become a serious gaming lover with a good knowledge of the many types of games available and genres.<br />
<br />
Even though this job does not require any technical expertise, you must have good writing communication skills because feedback is very important to ensure all glitches are fixed before the video game being sent out to the general public. Having a good eye for details and persistence is very important as well if you want to get a job to begin testing video games.<br />
<br />
The game testing field is going to be around for a very long time which means there is going to be job security as well. Obviously, if you are looking a job in the game testing field it is a good idea to keep up with the recent trends that is going on in the gaming field which should not be a problem if you have already been gaming for a while now. Becoming a gaming tester will obviously require other skills as well in order to be a strong candidate to win the position to become an official gaming tester.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[U.S. Tour 2010: Speculation, Rumors, and Conjecture]]></title>
			<link>http://forum.epicslant.com/showthread.php?tid=47</link>
			<pubDate>Mon, 08 Mar 2010 00:24:00 -0700</pubDate>
			<guid isPermaLink="false">http://forum.epicslant.com/showthread.php?tid=47</guid>
			<description><![CDATA[As the album release date nears, I have several questions to throw out there...<br />
1. When will we see tour dates? Before or after the album release?<br />
<br />
2. Will U2 do stadiums in the USA? Arenas? A mixture of both (a la Joshua Tree tour)?<br />
I would love to see U2 in a stadium setting, even if my seats are bad, and the sound is a bit worse than arenas. Just for the spectacle of it...<br />
<br />
3. OPENERS! Who will open for U2 in the US? And if they do stadiums, does this automatically mean multiple openers?<br />
<br />
4. Ticket prices...how much of a hit will our wallets take?<br />
<br />
5. Will U2 ever challenge themselves by doing even a few shows at venues that are outside their comfort zone? Would they ever headline a festival that had a majority of non-U2 fans, or a small club when they AREN'T doing pre-album publicity hype? Or how about Red Rocks again, with no screens or light curtains?]]></description>
			<content:encoded><![CDATA[As the album release date nears, I have several questions to throw out there...<br />
1. When will we see tour dates? Before or after the album release?<br />
<br />
2. Will U2 do stadiums in the USA? Arenas? A mixture of both (a la Joshua Tree tour)?<br />
I would love to see U2 in a stadium setting, even if my seats are bad, and the sound is a bit worse than arenas. Just for the spectacle of it...<br />
<br />
3. OPENERS! Who will open for U2 in the US? And if they do stadiums, does this automatically mean multiple openers?<br />
<br />
4. Ticket prices...how much of a hit will our wallets take?<br />
<br />
5. Will U2 ever challenge themselves by doing even a few shows at venues that are outside their comfort zone? Would they ever headline a festival that had a majority of non-U2 fans, or a small club when they AREN'T doing pre-album publicity hype? Or how about Red Rocks again, with no screens or light curtains?]]></content:encoded>
		</item>
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			<title><![CDATA[World of Tanks MMORPG]]></title>
			<link>http://forum.epicslant.com/showthread.php?tid=46</link>
			<pubDate>Mon, 01 Mar 2010 04:00:40 -0700</pubDate>
			<guid isPermaLink="false">http://forum.epicslant.com/showthread.php?tid=46</guid>
			<description><![CDATA[Peers! <br />
<br />
Searched through youtube and found a teaser of a new mmorpg about tanks. It's called World of Tanks. Here's the link for youtube video <a href="http://www.youtube.com/watch?v=ax2ilBa4Oiw" target="_blank">http://www.youtube.com/watch?v=ax2ilBa4Oiw</a> and also some pics from the ifficial website <a href="http://worldoftanks.com/gallery/screenshots/1" target="_blank">http://worldoftanks.com/gallery/screenshots/1</a> Looks like it will be mmo about tank battles... Any ideas?]]></description>
			<content:encoded><![CDATA[Peers! <br />
<br />
Searched through youtube and found a teaser of a new mmorpg about tanks. It's called World of Tanks. Here's the link for youtube video <a href="http://www.youtube.com/watch?v=ax2ilBa4Oiw" target="_blank">http://www.youtube.com/watch?v=ax2ilBa4Oiw</a> and also some pics from the ifficial website <a href="http://worldoftanks.com/gallery/screenshots/1" target="_blank">http://worldoftanks.com/gallery/screenshots/1</a> Looks like it will be mmo about tank battles... Any ideas?]]></content:encoded>
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			<title><![CDATA[Battlegrounds in EQ2]]></title>
			<link>http://forum.epicslant.com/showthread.php?tid=45</link>
			<pubDate>Fri, 05 Feb 2010 20:16:13 -0700</pubDate>
			<guid isPermaLink="false">http://forum.epicslant.com/showthread.php?tid=45</guid>
			<description><![CDATA[I've been thinking and talking about this a whole lot lately. I wanted to ask the question though.<br />
<br />
Why would SOE add battlegrounds to EQ2 this late in the game's life? Is it to compete with WoW? Is it to try something for EQ3 and other MMOs? Is it a gambit to attract PvP players (I hope it doesn't!)? What do you think?]]></description>
			<content:encoded><![CDATA[I've been thinking and talking about this a whole lot lately. I wanted to ask the question though.<br />
<br />
Why would SOE add battlegrounds to EQ2 this late in the game's life? Is it to compete with WoW? Is it to try something for EQ3 and other MMOs? Is it a gambit to attract PvP players (I hope it doesn't!)? What do you think?]]></content:encoded>
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		<item>
			<title><![CDATA[Episode Six - Karen is our guest!]]></title>
			<link>http://forum.epicslant.com/showthread.php?tid=44</link>
			<pubDate>Fri, 05 Feb 2010 20:14:28 -0700</pubDate>
			<guid isPermaLink="false">http://forum.epicslant.com/showthread.php?tid=44</guid>
			<description><![CDATA[The<a href="http://vagary.tv/multiverse/archives/79" target="_blank"> Multiverse Episode Six</a> is now available for your listening pleasure! We were joined by Karen from A View From the Top and Shut Up, We’re Talking podcasts, as well as the Journey’s With Jaye blog.<br />
<br />
Why not have a listen and discuss what you hear! We're always happy to have feedback.]]></description>
			<content:encoded><![CDATA[The<a href="http://vagary.tv/multiverse/archives/79" target="_blank"> Multiverse Episode Six</a> is now available for your listening pleasure! We were joined by Karen from A View From the Top and Shut Up, We’re Talking podcasts, as well as the Journey’s With Jaye blog.<br />
<br />
Why not have a listen and discuss what you hear! We're always happy to have feedback.]]></content:encoded>
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			<title><![CDATA[Perspective]]></title>
			<link>http://forum.epicslant.com/showthread.php?tid=43</link>
			<pubDate>Thu, 28 Jan 2010 07:54:30 -0700</pubDate>
			<guid isPermaLink="false">http://forum.epicslant.com/showthread.php?tid=43</guid>
			<description><![CDATA[Most MMOs default to 3rd person view these days, but the original EQ defaulted to 1st.  Are there any 1st person MMOs?]]></description>
			<content:encoded><![CDATA[Most MMOs default to 3rd person view these days, but the original EQ defaulted to 1st.  Are there any 1st person MMOs?]]></content:encoded>
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		<item>
			<title><![CDATA[Idea for a Magic System]]></title>
			<link>http://forum.epicslant.com/showthread.php?tid=42</link>
			<pubDate>Thu, 31 Dec 2009 21:47:50 -0700</pubDate>
			<guid isPermaLink="false">http://forum.epicslant.com/showthread.php?tid=42</guid>
			<description><![CDATA[I posted this as #10 for my ideal game post, but wanted to expand on it.<br />
<br />
"And the last piece I'll choose for my list would be my own take on a magic system.  I want a voice-chat based magic system where spells are triggered by words 3-8 syllables long and your accuracy in speaking the word determines how good a spell or an accident you have.  I want magic to become strange and wonderous, not the combust, fireball, fireball rotation it is now..."<br />
<br />
Anyone who has tried to learn a foreign language using the Rosetta Stone programs should already be able to guess where I am going with this.  The program helps you sound out the word you are supposed to be learning and then tests you on how well you say it, showing your results on a percent scale.<br />
<br />
I would like to see spell effects based on how well the word is said.  A beginning wizard might have to hit 95% accuracy to get 100% of the spell, anything over that and there is a bonus to dmg, range, duration, etc...  Anything under results in a weakened spell, unless it is under a certain number, where the spell back fires.  The classic fireball exploding on your own party, sleeping yourself, maybe a random result.  Again beginning wizards may have a terribly high number, say anything under 50% of a spell is a backfire, and as their skill increases this number lowers.  Although I would keep the players knowledge of this number vague at best, perhaps all they know is their chance for a mistake is high.  Ideally, this would keep them from using the spell until things got desperate, but in reallity it could keep them from using it at all...who wants to risk blowing their own party up when they are already hurting...<br />
<br />
The length of the word would depend on the campaign type.  If it was a heavy magic, then I'd have a large library of little spells aspiring wizards could practice with.  3 syllable magic missiles, and fire bolts and such, building up to the 8 syllable earthquake spells!  In a light magic campaign, start with 5 syllable spells.  The increased difficulty will lead to reduced use of magic, in theory anyway.<br />
<br />
And as long as I'm on a roll, the syllables could be broken down in parts so mages could actually study spells they find later.  For example, in a 3 syllable spell, the 1st syllable could be the range of the spell, the second the type of damage, and the third the type of effect.  So,     Lon-sol-bur could be the word for a long range flame burst, while      Lon-ick-ra could be a long range ice ray.  Just program it so that a player's character has to unlock a certain syllable before they can use it and you eliminate someone surfing the web to learn an 8 syllable word from a fansite before their character is ready.<br />
<br />
Pros:  Returns a sense of wonder and danger to both magic and magic users, added depth in spell research, possible scribe tradeskill<br />
<br />
Cons:  Reduces the chances of practicing mages to get in pickup groups(people are going to be very wary of adding someone who could blow them up at an inopportune time), less magic being used in game, possibly excluding some people from trying the profession due to lack of microphone, accent, or speech impediment<hr />
Honestly, the above is something I've been considering for a small group rpg.  Such a heavy focus on magic casting might fall by the wayside in an MMO, but be just right for an rpg based on an aspiring wizard.  Add in some heavy focus on Alchemy, Creating Magical Items, Shape Shifting, Travel Spells (like flying), Summoning and Wizard duels and I think it might just work.  <br />
<br />
Possibly set it up like Guild Wars where the mage academy was a public area where everyone could go(like GW cities), then instance off the adventures when the players left.]]></description>
			<content:encoded><![CDATA[I posted this as #10 for my ideal game post, but wanted to expand on it.<br />
<br />
"And the last piece I'll choose for my list would be my own take on a magic system.  I want a voice-chat based magic system where spells are triggered by words 3-8 syllables long and your accuracy in speaking the word determines how good a spell or an accident you have.  I want magic to become strange and wonderous, not the combust, fireball, fireball rotation it is now..."<br />
<br />
Anyone who has tried to learn a foreign language using the Rosetta Stone programs should already be able to guess where I am going with this.  The program helps you sound out the word you are supposed to be learning and then tests you on how well you say it, showing your results on a percent scale.<br />
<br />
I would like to see spell effects based on how well the word is said.  A beginning wizard might have to hit 95% accuracy to get 100% of the spell, anything over that and there is a bonus to dmg, range, duration, etc...  Anything under results in a weakened spell, unless it is under a certain number, where the spell back fires.  The classic fireball exploding on your own party, sleeping yourself, maybe a random result.  Again beginning wizards may have a terribly high number, say anything under 50% of a spell is a backfire, and as their skill increases this number lowers.  Although I would keep the players knowledge of this number vague at best, perhaps all they know is their chance for a mistake is high.  Ideally, this would keep them from using the spell until things got desperate, but in reallity it could keep them from using it at all...who wants to risk blowing their own party up when they are already hurting...<br />
<br />
The length of the word would depend on the campaign type.  If it was a heavy magic, then I'd have a large library of little spells aspiring wizards could practice with.  3 syllable magic missiles, and fire bolts and such, building up to the 8 syllable earthquake spells!  In a light magic campaign, start with 5 syllable spells.  The increased difficulty will lead to reduced use of magic, in theory anyway.<br />
<br />
And as long as I'm on a roll, the syllables could be broken down in parts so mages could actually study spells they find later.  For example, in a 3 syllable spell, the 1st syllable could be the range of the spell, the second the type of damage, and the third the type of effect.  So,     Lon-sol-bur could be the word for a long range flame burst, while      Lon-ick-ra could be a long range ice ray.  Just program it so that a player's character has to unlock a certain syllable before they can use it and you eliminate someone surfing the web to learn an 8 syllable word from a fansite before their character is ready.<br />
<br />
Pros:  Returns a sense of wonder and danger to both magic and magic users, added depth in spell research, possible scribe tradeskill<br />
<br />
Cons:  Reduces the chances of practicing mages to get in pickup groups(people are going to be very wary of adding someone who could blow them up at an inopportune time), less magic being used in game, possibly excluding some people from trying the profession due to lack of microphone, accent, or speech impediment<hr />
Honestly, the above is something I've been considering for a small group rpg.  Such a heavy focus on magic casting might fall by the wayside in an MMO, but be just right for an rpg based on an aspiring wizard.  Add in some heavy focus on Alchemy, Creating Magical Items, Shape Shifting, Travel Spells (like flying), Summoning and Wizard duels and I think it might just work.  <br />
<br />
Possibly set it up like Guild Wars where the mage academy was a public area where everyone could go(like GW cities), then instance off the adventures when the players left.]]></content:encoded>
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			<title><![CDATA[Does everything need to be an MMO?]]></title>
			<link>http://forum.epicslant.com/showthread.php?tid=41</link>
			<pubDate>Wed, 18 Nov 2009 10:57:32 -0700</pubDate>
			<guid isPermaLink="false">http://forum.epicslant.com/showthread.php?tid=41</guid>
			<description><![CDATA[BioWare has been talking up their Star Wars: The Old Republic for a while now.  Mainly, they focus on how it will be more story oriented than other MMOs.  And while all that is good, now we hear <a href="http://www.incgamers.com/News/19682/bioware-on-the-old-republics-endgame" target="_blank">this</a>.<br />
<br />
Of key importance to me is this quote:<blockquote><cite>Quote:</cite>"Just to give one example, if you were to play a Jedi Knight on the Republic side, and then if you were going to play the Bounty Hunter on the Imperial side, it's actually like two different games," he said.<br />
<br />
"None of the story content, none of the combat - none of it's shared. So you essentially have just played two different MMOs."</blockquote>
<br />
Is SW:TOR really a single player game where you maybe group sometimes with a subscription fee that is going to roll into a grinding battleground/raidfest after you complete the story?<br />
<br />
Everything I'm hearing about this game makes me think it should be a single player game, or a co-op multi player game, rather than an MMO.  Thoughts?]]></description>
			<content:encoded><![CDATA[BioWare has been talking up their Star Wars: The Old Republic for a while now.  Mainly, they focus on how it will be more story oriented than other MMOs.  And while all that is good, now we hear <a href="http://www.incgamers.com/News/19682/bioware-on-the-old-republics-endgame" target="_blank">this</a>.<br />
<br />
Of key importance to me is this quote:<blockquote><cite>Quote:</cite>"Just to give one example, if you were to play a Jedi Knight on the Republic side, and then if you were going to play the Bounty Hunter on the Imperial side, it's actually like two different games," he said.<br />
<br />
"None of the story content, none of the combat - none of it's shared. So you essentially have just played two different MMOs."</blockquote>
<br />
Is SW:TOR really a single player game where you maybe group sometimes with a subscription fee that is going to roll into a grinding battleground/raidfest after you complete the story?<br />
<br />
Everything I'm hearing about this game makes me think it should be a single player game, or a co-op multi player game, rather than an MMO.  Thoughts?]]></content:encoded>
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			<title><![CDATA[More choice or more balance?]]></title>
			<link>http://forum.epicslant.com/showthread.php?tid=40</link>
			<pubDate>Fri, 06 Nov 2009 08:06:13 -0700</pubDate>
			<guid isPermaLink="false">http://forum.epicslant.com/showthread.php?tid=40</guid>
			<description><![CDATA[I'm currently working on an article that will look at more choices in classes vs more balance to them. My general thesis is that the more classes/specs you have the less likely you can achieve balance.<br />
<br />
Anyone have thoughts on this?]]></description>
			<content:encoded><![CDATA[I'm currently working on an article that will look at more choices in classes vs more balance to them. My general thesis is that the more classes/specs you have the less likely you can achieve balance.<br />
<br />
Anyone have thoughts on this?]]></content:encoded>
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			<title><![CDATA[Shut Up We're Talking]]></title>
			<link>http://forum.epicslant.com/showthread.php?tid=38</link>
			<pubDate>Tue, 20 Oct 2009 05:48:34 -0700</pubDate>
			<guid isPermaLink="false">http://forum.epicslant.com/showthread.php?tid=38</guid>
			<description><![CDATA[I was recently invited to be a guest on "Shut Up We're Talking." We discussed a little about skill based MMOs, intellectual property, and character deletion.<br />
<br />
You can <a href="http://www.virginworlds.com/podcast.php?show=5&amp;ep=55" target="_blank">listen to me ramble</a> on!]]></description>
			<content:encoded><![CDATA[I was recently invited to be a guest on "Shut Up We're Talking." We discussed a little about skill based MMOs, intellectual property, and character deletion.<br />
<br />
You can <a href="http://www.virginworlds.com/podcast.php?show=5&amp;ep=55" target="_blank">listen to me ramble</a> on!]]></content:encoded>
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			<title><![CDATA[Actively Playing EQ2?]]></title>
			<link>http://forum.epicslant.com/showthread.php?tid=37</link>
			<pubDate>Tue, 20 Oct 2009 05:45:56 -0700</pubDate>
			<guid isPermaLink="false">http://forum.epicslant.com/showthread.php?tid=37</guid>
			<description><![CDATA[I was curious about who was playing EQ2 these days?]]></description>
			<content:encoded><![CDATA[I was curious about who was playing EQ2 these days?]]></content:encoded>
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			<title><![CDATA[What tools are useful to you?]]></title>
			<link>http://forum.epicslant.com/showthread.php?tid=32</link>
			<pubDate>Tue, 13 Oct 2009 12:25:19 -0700</pubDate>
			<guid isPermaLink="false">http://forum.epicslant.com/showthread.php?tid=32</guid>
			<description><![CDATA[This is a question for guild leaders and guild members.<br />
<br />
What tools do you find useful for your guild? It can be anything. Forums, spread sheets, Ventrilo. Why?<br />
<br />
What information do you always want to have? What makes your life easier? What makes it harder?]]></description>
			<content:encoded><![CDATA[This is a question for guild leaders and guild members.<br />
<br />
What tools do you find useful for your guild? It can be anything. Forums, spread sheets, Ventrilo. Why?<br />
<br />
What information do you always want to have? What makes your life easier? What makes it harder?]]></content:encoded>
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			<title><![CDATA[Groups]]></title>
			<link>http://forum.epicslant.com/showthread.php?tid=31</link>
			<pubDate>Tue, 13 Oct 2009 11:14:44 -0700</pubDate>
			<guid isPermaLink="false">http://forum.epicslant.com/showthread.php?tid=31</guid>
			<description><![CDATA[This is more from a technical stand point, obviously I can't stop it if the discussion veers off into other territory, but I just wanted to state my intent at the beginning.<br />
<br />
What sort of things in games does a group structure provide?<br />
<br />
In many games being in a group gives you a chat channel in which you can speak to only your group.  Some games have actually trying to incorporate voice chat for groups with varying results.<br />
<br />
Being in a group, in most games, also throws up UI elements on your screen with status information about your group mates.<br />
<br />
Groups are also a unit used for reward sharing.  Deciding who can loot, experience point splits, etc...<br />
<br />
Content can also be designed around the structure.  If you want to design content for no more than 6 players, make your game's group size 6 and then put the content in instances whose access is determined by group membership.<br />
<br />
What other things does have a group structure in a game provide?]]></description>
			<content:encoded><![CDATA[This is more from a technical stand point, obviously I can't stop it if the discussion veers off into other territory, but I just wanted to state my intent at the beginning.<br />
<br />
What sort of things in games does a group structure provide?<br />
<br />
In many games being in a group gives you a chat channel in which you can speak to only your group.  Some games have actually trying to incorporate voice chat for groups with varying results.<br />
<br />
Being in a group, in most games, also throws up UI elements on your screen with status information about your group mates.<br />
<br />
Groups are also a unit used for reward sharing.  Deciding who can loot, experience point splits, etc...<br />
<br />
Content can also be designed around the structure.  If you want to design content for no more than 6 players, make your game's group size 6 and then put the content in instances whose access is determined by group membership.<br />
<br />
What other things does have a group structure in a game provide?]]></content:encoded>
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			<title><![CDATA[First time Guild Leader]]></title>
			<link>http://forum.epicslant.com/showthread.php?tid=30</link>
			<pubDate>Mon, 12 Oct 2009 08:33:57 -0700</pubDate>
			<guid isPermaLink="false">http://forum.epicslant.com/showthread.php?tid=30</guid>
			<description><![CDATA[Hello. I found this site while searching on tips to become a successful guild leader. I have been playing WoW for 4 years and have aquired much from the various guild leaders I have played with. I was wondering if anyone else could give me some tips or suggestions on 1. How to grow the guild and 2. How to maintain it. <br />
<br />
Thank you<br />
Esrevnad]]></description>
			<content:encoded><![CDATA[Hello. I found this site while searching on tips to become a successful guild leader. I have been playing WoW for 4 years and have aquired much from the various guild leaders I have played with. I was wondering if anyone else could give me some tips or suggestions on 1. How to grow the guild and 2. How to maintain it. <br />
<br />
Thank you<br />
Esrevnad]]></content:encoded>
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			<title><![CDATA[A great presentation on great writing.]]></title>
			<link>http://forum.epicslant.com/showthread.php?tid=29</link>
			<pubDate>Sun, 11 Oct 2009 13:01:45 -0700</pubDate>
			<guid isPermaLink="false">http://forum.epicslant.com/showthread.php?tid=29</guid>
			<description><![CDATA[<a href="http://www.ai.uga.edu/mc/WriteThinkLearn.pdf" target="_blank">http://www.ai.uga.edu/mc/WriteThinkLearn.pdf</a><br />
<br />
So much useful advice in here. Many of these techniques have been helping me write better for years. There's a lot of wisdom here. Even if you don't look through the entire 120+ slide presentation, read through as much as possible. You'll find at least one piece of useful information that will make your writing better.]]></description>
			<content:encoded><![CDATA[<a href="http://www.ai.uga.edu/mc/WriteThinkLearn.pdf" target="_blank">http://www.ai.uga.edu/mc/WriteThinkLearn.pdf</a><br />
<br />
So much useful advice in here. Many of these techniques have been helping me write better for years. There's a lot of wisdom here. Even if you don't look through the entire 120+ slide presentation, read through as much as possible. You'll find at least one piece of useful information that will make your writing better.]]></content:encoded>
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			<title><![CDATA[The Top Five MMOs that need remakes]]></title>
			<link>http://forum.epicslant.com/showthread.php?tid=28</link>
			<pubDate>Thu, 08 Oct 2009 10:58:05 -0700</pubDate>
			<guid isPermaLink="false">http://forum.epicslant.com/showthread.php?tid=28</guid>
			<description><![CDATA[I saw this on another forum and thought I'd bring it up here.<br />
<br />
Check out this story on MMORPG: <a href="http://www.mmorpg.com/showFeature.cfm/feature/3590/page/1" target="_blank">http://www.mmorpg.com/showFeature.cfm/fe...590/page/1</a><br />
<br />
What do you guys think? I think a new UO would be awesome if they kept with everything they've learned over the years.]]></description>
			<content:encoded><![CDATA[I saw this on another forum and thought I'd bring it up here.<br />
<br />
Check out this story on MMORPG: <a href="http://www.mmorpg.com/showFeature.cfm/feature/3590/page/1" target="_blank">http://www.mmorpg.com/showFeature.cfm/fe...590/page/1</a><br />
<br />
What do you guys think? I think a new UO would be awesome if they kept with everything they've learned over the years.]]></content:encoded>
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			<title><![CDATA[Do existing IPs make for better MMOs?]]></title>
			<link>http://forum.epicslant.com/showthread.php?tid=27</link>
			<pubDate>Thu, 08 Oct 2009 06:31:42 -0700</pubDate>
			<guid isPermaLink="false">http://forum.epicslant.com/showthread.php?tid=27</guid>
			<description><![CDATA[What do you guys think? What is the benefit of using an established IP for your MMO vs just making your own?]]></description>
			<content:encoded><![CDATA[What do you guys think? What is the benefit of using an established IP for your MMO vs just making your own?]]></content:encoded>
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