MMO Updates

MMO Updates


Rise and Shiny recap: MagicDuel

Posted: 23 Oct 2011 10:00 AM PDT

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MagicDuel screenshot
My job is to hunt down unique and hopefully exciting new games for my readers to try. Some actually try them, and others just enjoy reading about their choices and might try them later. Either way, I am proud to show off some of the gems I find, but I am a little sad when I have to say, "This game sucks."

And MagicDuel, an odd browser-based MUD sort of game, sucks. Of course I will need to explain this to you or I'll risk coming off of some sort of buffoon who does not know how to navigate a simple point-and-click adventure, so click past the cut and I will tell you why.

Continue reading Rise and Shiny recap: MagicDuel

MassivelyRise and Shiny recap: MagicDuel originally appeared on Massively on Sun, 23 Oct 2011 12:00:00 EST. Please see our terms for use of feeds.

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    Global Chat: October 16-22, 2011

    Posted: 23 Oct 2011 08:00 AM PDT

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    AC2
    Welcome to this week's Global Chat! We love hearing what you have to say at Massively, and we love it even more when we can share the best comments with all of our readers. Massively staffers will be contributing some of their favorite comments every week, so keep an eye out every Sunday for more Global Chat!

    While almost all of our news stories and columns are game-specific, the conversation that follows in the comments often expands beyond the game in question. Discussion turns to mechanics, development styles, and industry trends. Even if the game in the original story isn't your thing, you may find some interesting conversation, so follow along after the jump to see what some of our readers had to say last week.

    Continue reading Global Chat: October 16-22, 2011

    MassivelyGlobal Chat: October 16-22, 2011 originally appeared on Massively on Sun, 23 Oct 2011 10:00:00 EST. Please see our terms for use of feeds.

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      The Daily Grind: What games go overboard with effects?

      Posted: 23 Oct 2011 06:00 AM PDT

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      Still not as bad as the Praetorian Invasion event.
      It's not that I don't love City of Heroes, don't get me wrong. And it's not that I don't love the flashy and unique animations that every powerset gets to show off. But when you get in a full group of people exploding with various powers, the whole screen turns into a sustained burst of white light grouped around a red box that's probably your target. It's kind of overkill at best, and it makes it near impossible to see what's going on at worst.

      Maybe you don't mind the effects in the game. Maybe you find Final Fantasy XIV's dramatic spotlight for weaponskills or the constant beams crossing in Star Trek Online more obnoxious. Whatever the context, there are doubtlessly games in which you feel there's a bit too much going on in the midst of a battle. So what game do you feel goes overboard with effects when you want something just a bit more straightforward?

      Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

      MassivelyThe Daily Grind: What games go overboard with effects? originally appeared on Massively on Sun, 23 Oct 2011 08:00:00 EST. Please see our terms for use of feeds.

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        Land of Chaos Online rebranding as LOCO: Evolution

        Posted: 22 Oct 2011 06:00 PM PDT

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        The first step to a persistent world is a bunch of guys with spears.
        Land of Chaos Online is one of a large number of games that's close to being a full MMORPG but isn't quite there. The team behind the game at alaplaya has had its sights on a more full-featured experience for a while. Later this year, the game will be launching a huge update dubbed LOCO: Evolution, which is adding new elements of persistence together with several new character types and a new faction for players to explore.

        The update promises to add a persistent town in the form of Arhonnas, complete with the usual staff of NPCs. The addition of a third faction to the game pushes conflicts into a struggle between Heaven, Hell, and Nature, with players caught in the middle. And aside from that, there will be new gameplay types to explore, new areas to look through, and several other quality-of-life improvements. The update should be release later this year, but until then you can take a gander at the teaser trailer after the break.

        [Source: alaplaya press release]

        Continue reading Land of Chaos Online rebranding as LOCO: Evolution

        MassivelyLand of Chaos Online rebranding as LOCO: Evolution originally appeared on Massively on Sat, 22 Oct 2011 20:00:00 EST. Please see our terms for use of feeds.

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          Blizzard elaborates on Guardian Cub sales

          Posted: 22 Oct 2011 05:00 PM PDT

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          WoW
          Has Blizzard surrendered to the powerful RMT lobby or are there other forces at work behind the company's recent decision to introduce a loophole that allows players to buy in-game gold and items with real-world currency? According to a recent post on World of Warcraft, the sale of the Guardian Cub is meant to test the waters of fighting rampant account compromises.

          Blizzard claims that gold farming is actually not as common these days, but instead most of the gold that is sold through third-party services comes from stolen accounts. The idea of bypassing third-party gold sellers by providing a cash shop pet that could be resold or traded in game was meant to be a creative solution to the problem.

          "Players can buy one for the purpose of trying to sell it in-game, creating the potential for players to exchange real money for gold in a way that does not lead to account compromises. Of course, all that comes with the pretty important caveat that demand for the pet will be finite, and there's no guarantee you'll be able to find a buyer," Blizzard writes.

          The company says that it doesn't expect this will solve the overall issue, the success or failure of the unique pet will help Blizzard determine if this approach is worth pursuing further.

          MassivelyBlizzard elaborates on Guardian Cub sales originally appeared on Massively on Sat, 22 Oct 2011 19:00:00 EST. Please see our terms for use of feeds.

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          Not So Massively Extra: Our impressions of Path of Exile

          Posted: 22 Oct 2011 04:00 PM PDT

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          Path of Exile title image
          Path of Exile is an upcoming online action RPG by relatively new developer Grinding Gear Games. The game boasts a dark and gritty game world with randomly generated levels and dozens of different skills, all the things that old-school fans of the Diablo series loved. The game is currently in the closed beta stages, but the developers say it will be free-to-play when released and will feature an online world able to support hundreds of thousands of players. The game servers will use the Guild Wars model of communal town districts leading to instanced combat areas, making the game potentially more MMO than online action RPG.

          Grinding Gear Games was kind enough to give Massively a few beta keys and permission to livestream the game in its current beta state. The livestream was a huge success, with over 200 people tuning in to check out the game and have a chance of winning a beta key. In this article, Massively's Patrick Mackey and I deliver our first impressions of the Path of Exile beta based on last week's livestream and further play time.

          Skip past the cut for Massively's first impressions of the Path of Exile beta.

          Continue reading Not So Massively Extra: Our impressions of Path of Exile

          MassivelyNot So Massively Extra: Our impressions of Path of Exile originally appeared on Massively on Sat, 22 Oct 2011 18:00:00 EST. Please see our terms for use of feeds.

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            The Mog Log: Non-reactive

            Posted: 22 Oct 2011 02:00 PM PDT

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            The Mog Log header image by A. Fienemann
            As pretty much everyone reading this column knows, there was a big bombshell dropped on the community on Friday of last week. As at least a few people reading this column also know, this column is written on Thursday. This isn't the first time that this has been relevant to the discussion, but what might seem a bit unusual is that last week's column did not discuss 2.0 or the billing cycle at all. It just continued on with my impressions of 1.19. To be quite honest, my actual Friday was spent at the local casino for dinner and some shopping.

            I could have, of course, written a new column for last week by virtue of that breaking news. Certainly it was big. But as it stands, I looked at it, considered it, and realized that I didn't actually have a strong reaction to what had been announced. I was vaguely excited about 2.0, of course, but for the most part all of the big sweeping announcements about the future of Final Fantasy XIV didn't make nearly the impression that one might think. And there's a good reason for that, I believe -- it's because these announcements weren't as sudden or shocking as they look at face value.

            Continue reading The Mog Log: Non-reactive

            MassivelyThe Mog Log: Non-reactive originally appeared on Massively on Sat, 22 Oct 2011 16:00:00 EST. Please see our terms for use of feeds.

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              The Tattered Notebook: Beastlord prep 101

              Posted: 22 Oct 2011 12:00 PM PDT

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              EQII beastlord
              EverQuest II's most recent update brought two new additions: the dungeon finder and the prelude event for the new Beastlord class that will arrive with the release of Age of Discovery. I was going to look at the dungeon finder this week, but it's had its share of problems, and with the team still working on tweaks to make it more useful, I figured I'd table it until some of the changes get patched.

              That means this week's Tattered Notebook is focused on the Beastlord. Closed beta is beginning, and while it's hard to believe, the expansion is due to launch in late November. There's no doubt that many of us will be rolling up Beastlords, so this is a perfect time to start making preparations in advance of launch day. Read on for a look at some tips to make your first few days as a Beastlord fun and enjoyable.

              Continue reading The Tattered Notebook: Beastlord prep 101

              MassivelyThe Tattered Notebook: Beastlord prep 101 originally appeared on Massively on Sat, 22 Oct 2011 14:00:00 EST. Please see our terms for use of feeds.

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                Undead Labs Q&A touches on health bars, death mechanics

                Posted: 22 Oct 2011 11:00 AM PDT

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                Class 3 - ugly zombie dudes
                Undead Labs has posted another question-and-answer session with fans of its upcoming Class 3 zombie MMO. The firm fielded a bunch of queries relating to healing, death, health bars, and assorted other topics.

                "You'll have a health bar so you won't have to guess how much health you have, but zombies won't. While we could have opted to have no health bar for you too, we wanted to emphasize the survival aspect of the game by having the damage you take stick with you until you can heal up," the dev team says.

                The Q&A also features some interesting tidbits about weight, fatigue and stamina, and the fact that zombies will respond to the noise generated by building survival structures (translation: Bring your duct tape). Read all about it at the official Undead Labs blog.

                MassivelyUndead Labs Q&A touches on health bars, death mechanics originally appeared on Massively on Sat, 22 Oct 2011 13:00:00 EST. Please see our terms for use of feeds.

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