MMO Updates

MMO Updates


Wurm Online website down after SQL attack

Posted: 11 May 2012 10:00 AM PDT

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The old Wurm Online website
Wurm Online's familiar greenish-brown website has been replaced by a stark reminder of the oft-unsavory nature of the internet. The game itself is in perfect working order, but the forums, blog, wiki, and main website were all compromised by an SQL injection attack discovered yesterday by Wurm's three-man dev team.

All of the affected pages have since been removed, and the Wurm team is currently deciding on a PHP-free solution for its web presence going forward. The news blurb on the temporary front page says that the decision will likely come next week. In the meantime, fans can keep up with developer happenings via Tumblr and the MMORPG.com forums.

Wurm is an open-world sandbox MMO that was developed in Java. It originally launched in 2006.

[Thanks to Bob for the tip!]

MassivelyWurm Online website down after SQL attack originally appeared on Massively on Fri, 11 May 2012 12:00:00 EST. Please see our terms for use of feeds.

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    Hands-on with The Secret World character creator

    Posted: 11 May 2012 09:00 AM PDT

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    Image
    The real secret to The Secret World is that it's the Matrix (see the above picture from the character creator that resembles Carrie-Anne Moss).

    Actually, the first and most important stop for an MMO gamer is the character creator. Now when you're in beta it might not be as important because the character will be tossed away in a few short weeks. However, in the live game, this character will not only be the same one you might see for years to come, but it's also a reflection of you as a player. There are some players who insist on playing the ugliest races in the game; Others want the prettiest or the strongest looking. Personally, I will lean towards playing female characters -- I'm not sure what that says about me.

    The creation of our character says so much about us as it is extremely important that western RPGs and especially MMORPGs allow us to express ourselves. The Secret World's character creator has its good elements and its bad, but the most important part is how much does Funcom's version allow us to express our personality.

    Continue reading Hands-on with The Secret World character creator

    MassivelyHands-on with The Secret World character creator originally appeared on Massively on Fri, 11 May 2012 11:00:00 EST. Please see our terms for use of feeds.

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      Diablo III is Amazon's most pre-ordered PC title ever

      Posted: 11 May 2012 08:30 AM PDT

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      An insane Diablo III fan's gaming rig
      Raise your hand if you think Diablo III isn't going to sell a bajillion copies. Yeah, we don't see a lot of hands there, despite plenty of pre-launch controversies like the real-money auction house, PvP, and developer faux pas.

      Blizzard
      could probably sell cow chips if it branded them with the D3 logo, and the latest evidence of the rabid fan anticipation comes courtesy of Amazon. You see, Diablo III is now the most pre-ordered PC title in the history of the online retailer, according to our bros at Joystiq and a company spokesman. "Today, [Diablo III] became the most pre-ordered PC game of all-time on Amazon.com -- even exceeding pre-orders for Blizzard's own StarCraft II and World of Warcraft: Cataclysm," the spokesman said.

      MassivelyDiablo III is Amazon's most pre-ordered PC title ever originally appeared on Massively on Fri, 11 May 2012 10:30:00 EST. Please see our terms for use of feeds.

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      RuneScape and Transformers Universe appearing at London MCM Expo for the first time

      Posted: 11 May 2012 08:00 AM PDT

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      Jagex
      Jagex is heading to the MCM Expo for the first time, with RuneScape and Transformers Universe in tow. The studio has special plans for its fans at the largest pop culture event in the UK, not the least of which will be the opportunity to meet members of the dev team.

      At the convention, RuneScapers will get a deeper look into how the game is developed, watch the creation of concept art, and have the opportunity to pick up one of several player packs for the game. The packs will come in two varieties: a starter pack and a premium pack that includes cosmetic items, membership, and an exclusive t-shirt.

      Transformers Universe fans also will get to meet the dev team and have the opportunity to reserve their name for the game when it releases later this year.

      Brian Cooney, the managing director of the expo, is thrilled to have the studio on board: "Each year people ask me if they are coming and finally I can say 'Yes!' The Jagex stand promises to be a 'must see' for show visitors."

      The London Expo takes place from May 25th through the 27th at the Excel.

      MassivelyRuneScape and Transformers Universe appearing at London MCM Expo for the first time originally appeared on Massively on Fri, 11 May 2012 10:00:00 EST. Please see our terms for use of feeds.

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      Trion dev posts ARG messages on RIFT forums

      Posted: 11 May 2012 07:30 AM PDT

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      RIFT - ARGing since 2012
      Trion is taking a page out of The Secret World's ARG book if a new dev post on the RIFT forums is any indication.

      A company representative has taken to posting poetry, cryptic messages, and even a numeric user handle on the title's official boards. Thus far, RIFT fans believe that the user name 3 3228466 787 is code for three-faction PvP (or possibly three-faction RvR). Is this a herald for a third RIFT faction, factional changes, more races, or something to do with the mercenary system? We're not sure.

      We are sure it's entirely coincidental that Trion is doing this on the same day that Funcom has lifted part of its press embargo for The Secret World, a three-faction MMO which has been marketed via similar ARGs since 2007. We'll update the post as more info becomes available.

      [Thanks to Jeff for the tip!]

      MassivelyTrion dev posts ARG messages on RIFT forums originally appeared on Massively on Fri, 11 May 2012 09:30:00 EST. Please see our terms for use of feeds.

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      Hands-on with The Secret World's Illuminati experience

      Posted: 11 May 2012 07:00 AM PDT

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      Illuminati
      Dark days are upon us, and I, for one, couldn't be more pleased. For the past few days I've had the pleasure of exploring the dark corners of the press beta for Funcom's upcoming horror-fantasy MMO, The Secret World, and now the embargo is up and I'm finally able to share my impressions with all of you.

      You may recall that I got some hands-on time with the title at PAX East earlier this year and came away from the experience fairly pleased. But that was an hour of playtime at the most, so how does the game hold up with extended play? I decided to hop into the (rather stylish) boots of an Illuminati initiate to find out for myself.

      Continue reading Hands-on with The Secret World's Illuminati experience

      MassivelyHands-on with The Secret World's Illuminati experience originally appeared on Massively on Fri, 11 May 2012 09:00:00 EST. Please see our terms for use of feeds.

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        The Daily Grind: Should we be disconnected for idling too long?

        Posted: 11 May 2012 06:30 AM PDT

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        Guild Wars Nine Rings: AFK titles ftw!
        Are you one of those MMO players who always seems to idle out while tending to real-life issues? I know I am, and it usually results in my finding something else to do once I discover that I've been logged out.

        I certainly understand why the developers add that feature, so I was pleasantly surprised to find that idling all day in TERA not only is allowed but also grants me the Full Time Job achievement, which tickled me to no end.

        So what's your opinion on idling out? Should you be allowed to be AFK as long as you'd like, or should idlers always be disconnected after a certain amount of time? How much time should be allowed? Let us know in the comments!

        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: Should we be disconnected for idling too long? originally appeared on Massively on Fri, 11 May 2012 08:30:00 EST. Please see our terms for use of feeds.

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        Hands-on with The Secret World's Templar experience

        Posted: 11 May 2012 06:00 AM PDT

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        The Secret World - Don't mind this hollow earth portal
        Believing in The Secret World takes a certain of amount of... faith. And I'm not just talking about Funcom's less-than-stellar reputation when it comes to bug-free MMO launches. No, the very foundation of this particular title rests on a narrative about things unseen, and that cryptic, otherworldly esoterica informed every moment of my time spent in the press beta over the last couple of days.

        The basic premise, of course, is that everything is true. Every myth, legend, and spook story that our rational minds scoff at has a place in this particular riff on reality.

        The Secret World is also quite heretical when it comes to gameplay. It eschews the tried and true class-based approach for a complex grimoire of a skill system featuring an ability wheel made of hieroglyphs and higher math (or so it first appears). To come right to the point, though, I bought into the game almost immediately.

        Continue reading Hands-on with The Secret World's Templar experience

        MassivelyHands-on with The Secret World's Templar experience originally appeared on Massively on Fri, 11 May 2012 08:00:00 EST. Please see our terms for use of feeds.

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          The Guild Counsel: Saluting Scott Andrews on five years of valuable guild advice

          Posted: 10 May 2012 07:00 PM PDT

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          guild leader's handbook
          This past Monday marked the fifth anniversary of Scott Andrews' Officers' Quarters, a weekly column on WoW Insider that deals with guild issues in World of Warcraft. He's also the author of The Guild Leader's Handbook, which is a must-read for any guild leader. It's a terrific accomplishment to keep a column going for so long, and week after week, he's provided valuable advice to reader questions on guild management.

          Whether you've just heard of Officers' Quarters or you're a longtime fan, let's look at a few reasons Scott Andrews deserves a tip of the hat and a hearty salute.

          Continue reading The Guild Counsel: Saluting Scott Andrews on five years of valuable guild advice

          MassivelyThe Guild Counsel: Saluting Scott Andrews on five years of valuable guild advice originally appeared on Massively on Thu, 10 May 2012 21:00:00 EST. Please see our terms for use of feeds.

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            The Summoner's Guidebook: Getting out of Elo hell

            Posted: 10 May 2012 06:00 PM PDT

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            League of Legends screenshot
            "Elo hell" is a term that gets thrown around a lot in League of Legends. If you're actively working to improve your skill at the game, either you've been in Elo hell or you are still there. The term comes from the Elo rating system that League of Legends uses for its matchmaking. Because matchmaking has to deal with three or five players on each side, there's a lot of potential for a bad match. In Elo hell, this is exacerbated by players who have inflated ratings due to wins they probably didn't deserve.

            At the higher ratings, matches tend to improve in overall quality despite the smaller pool of players. It is virtually impossible to maintain 1600 Elo or above (top 10%) without being somewhat decent at the game. While weaker players can occur in any matchmaking level, they are still two advanced players who know the game. At 1300 Elo (top 50%), there's a very large chance that a matchup inequality is an intermediate player battling an opponent who has no clue what he is doing.

            Elo hell is extremely frustrating because nothing worse is having your chance at winning taken out of your hands and put in the hands of a terrible player.

            Continue reading The Summoner's Guidebook: Getting out of Elo hell

            MassivelyThe Summoner's Guidebook: Getting out of Elo hell originally appeared on Massively on Thu, 10 May 2012 20:00:00 EST. Please see our terms for use of feeds.

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              Fallen Earth trimming up the game experience for new players

              Posted: 10 May 2012 05:30 PM PDT

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              Bit of a fixer-upper.
              Fallen Earth isn't a cumbersome game, but it can be hard to approach at first. The game has a lot of complicated systems playing off one another, and as a result, trying to jump in can leave a new player confused about what to do next. Luckily, the development team is well aware of the problem, and a recent development blog outlines the steps being taken in the next patch to help streamline and improve the experience for new players.

              The change that will have the biggest impact on everyone in the game will be the consolidation of several gear slots, meaning that players will no longer have to scrounge for corresponding pieces when starting out. The addition of sector chat and a beacon leading toward the nearest garage will help players find others and receive aid as needed. And the team is looking ahead to future improvements as well, all in the hopes that your first moments in Fallen Earth are fun enough to convince you to stay.

              MassivelyFallen Earth trimming up the game experience for new players originally appeared on Massively on Thu, 10 May 2012 19:30:00 EST. Please see our terms for use of feeds.

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              Pathfinder Online's technology demo gets soundly kickstarted

              Posted: 10 May 2012 05:00 PM PDT

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              Well, it's certainly a funding demo.
              Two days ago, we announced that Pathfinder Online was starting a Kickstarter project to fund a technology demo for the game. Yesterday, the project went live. Today, the project has already hit its $50,000 goal and exceeded it, meaning that the game's demo will most definitely be funded when June 8th rolls around. There are still another 29 days left in the project, so if you're interested in the game, there's still more time for you to throw in your support.

              But maybe you're one of the backers already. If you're still eager for more information on the game, the weekly developer blog has gone live, discussing the rationale behind the Kickstarter project and some of the future steps of the game's production. You can also take a peek at details behind the upcoming tabletop book available for backers, which might help motivate you to donate if you haven't already.

              [Thanks to Nick for the tip!]

              MassivelyPathfinder Online's technology demo gets soundly kickstarted originally appeared on Massively on Thu, 10 May 2012 19:00:00 EST. Please see our terms for use of feeds.

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              MechWarrior Online unloads six preview videos

              Posted: 10 May 2012 04:30 PM PDT

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              Oh, Medium Lasers, how I still love you.
              With all the talk about how MechWarrior Online will play, potential players have no doubt been itching to see the game in full swing. We only recently got a peek at the first in-game screenshots, but today a veritable cascade of new information is available. Not one, not two, but six preview videos have been released, showing off the general gameplay, all four 'Mech weight classes, and the interface for customizing your 'Mech before you march it into battle.

              Aside from a variety of gameplay footage (clearly unpolished but still encouraging), the videos give some insight into the game's design goals. Rather than following the route of the classic MechWarrior games that placed the heaviest 'Mechs at the top of the food chain, MechWarrior Online wants all machines to have a place on the battlefield depending on player style and battlefield objectives. But why read about it when you can watch it in action just past the break? After all, that way you're learning the same information and watching giant robots shoot at each other.

              Continue reading MechWarrior Online unloads six preview videos

              MassivelyMechWarrior Online unloads six preview videos originally appeared on Massively on Thu, 10 May 2012 18:30:00 EST. Please see our terms for use of feeds.

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              World of Warcraft unveils cross-realm zones

              Posted: 10 May 2012 04:00 PM PDT

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              Screenshot -- World of Warcraft
              One common issue with MMOs is that certain zones become sparsely populated as the playerbase outlevels them or skips them in favor of newer, more exciting zones, which can lead to frustration for players who want or need to complete group content in those zones. Blizzard is aiming to nip that problem in the bud with a new feature coming to the World of Warcraft: Mists of Pandaria beta: cross-realm zones.

              The feature does exactly what it says on the tin: When a zone is underpopulated, the players in that zone will be given the option to form a group with players from a select pool of realms (presumably the server's battlegroup) with whom they can run about and quest as usual. In addition to treating underpopulation, the new feature will allow overpopulated zones -- such as new race starting zones -- to be split into multiple instances to prevent overcrowding. It will also allow players to group with their RealID friends just as they would for a cross-realm dungeon, so players who want to level up with friends on other realms should be quite pleased with the addition. Between this new feature and Guild Wars 2's guesting, the days of being separated from your cross-server friends might just be numbered. The full details on the new feature can be found at the official World of Warcraft site, so if you're wondering how this newfangled technology is going to work, just head on over and check out the handy FAQ.

              MassivelyWorld of Warcraft unveils cross-realm zones originally appeared on Massively on Thu, 10 May 2012 18:00:00 EST. Please see our terms for use of feeds.

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              WildStar Wednesday discusses quality of life

              Posted: 10 May 2012 03:00 PM PDT

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              WildStar
              Mobility is key when you're adventuring on an exciting frontier planet. Taking this to heart, WildStar developer Carbine Studios is building in some quality of life improvements to speed Settlers along their way.

              All players traveling on roads in WildStar will benefit from a speed boost, whether they're on a noble steed or going afoot. Executive Producer Jeremy Gaffney mentions that, more than just cutting down on travel time, this allows developers to plan on players running into each other as they travel through the world as well as aiding in the design of exploration-driven content and proper timing of encounters. If players are really gung-ho about speed and being (profitable) good Samaritans, they'll have opportunities to add new taxi points to remote areas, pitch a vendor stall to sell mounts to lowbies, and set up speed-boosting machines at outposts, among other player-driven additions. Hopefully, this means that the more folks are in an area, the more luxuries are available -- or you can be the pilgrim running out into the wilds to spur on the advance of civilization.

              Speaking of running out into the wilds, we know no one likes doing that only to get called in 15 minutes later to pick up a new quest. Players' communicators are a big part of the accessibility of the world in WildStar. Many quests can be picked up and turned in via comm call, freeing players from the drudgery of having to actually track people down. To sum up, Gaffney listed the goals of this design approach. "Focus on the fun parts of the game. Eliminate tedium. Keep the challenge in there for advanced gamers. Overall, let you play the way you want to play."

              MassivelyWildStar Wednesday discusses quality of life originally appeared on Massively on Thu, 10 May 2012 17:00:00 EST. Please see our terms for use of feeds.

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              Perpetuum putting player-built settlements on new test server tomorrow

              Posted: 10 May 2012 02:30 PM PDT

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              Perpetuum - player settlement reactor
              Avatar Creations is hard at work fleshing out its Perpetuum sci-fi sandbox. The game has garnered a small but dedicated fan following since its 2010 launch, and those fans are finally getting some test server functionality as of this Friday. If you're not terribly excited by buggy test code, you should be excited by the opportunity to try out the long-awaited PBS feature.

              PBS, or player-built settlements, are exactly what they sound like. They're also a part of Avatar's bid to strengthen Perpetuum's control and capture mechanics, which should give players and clans something to fight for beyond bragging rights.

              Be sure you have an active sub if you want to check them out on the test server tomorrow. Avatar also says that you'll also want to set up a separate installation (i.e., don't load the test client over an existing Perpetuum install).

              MassivelyPerpetuum putting player-built settlements on new test server tomorrow originally appeared on Massively on Thu, 10 May 2012 16:30:00 EST. Please see our terms for use of feeds.

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              LotRO's Fornost 'joining the modern MMO world'

              Posted: 10 May 2012 02:00 PM PDT

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              LotRO
              "Fornost was designed and built in a different era of MMO," Turbine's devs said about the newly revised dungeon. "It is time for Fornost to join the modern MMO world." With Fornost slated for a massive overhaul with Update 7, the team posted a developer diary to explain the history of the instance and its hopeful future.

              The third instance ever created for Lord of the Rings Online will be chopped up from its current super-long state to four manageable dungeons. The devs said that it was designed from an EverQuest mindset of long dungeon crawls, but so much has changed over time and most players no longer have the time or effort to conquer it.

              With Update 7, Fornost will turn into four element-themed six-person dungeons. Each of these dungeons should take well less than an hour to complete and scale from level 30 to 75 with two tiers of difficulty. The team's reworked positioning, bosses, and quests to reflect the upgraded experience. For those who might miss the old Fornost, the team says that playing all four instances back-to-back will replicate the grand tour that it used to be.

              MassivelyLotRO's Fornost 'joining the modern MMO world' originally appeared on Massively on Thu, 10 May 2012 16:00:00 EST. Please see our terms for use of feeds.

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              Mike O'Brien: Guild Wars 2's beta weekend 'overwhelming'

              Posted: 10 May 2012 01:30 PM PDT

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              Mike O'Brien
              Mike O'Brien said that the result of Guild Wars 2's initial public beta weekend was "overwhelming in more ways than one." ArenaNet's president took the time to write up a short blog post reflecting on the outcome of the past beta weekend and the reasoning behind this coming Monday's surprise stress test.

              According to O'Brien, while the feedback from the event was quite positive, the team had to struggle with unexpected demand for the game. Even after the management temporarily turned off the ability for players' ability to pre-purchase the title through ArenaNet, the game's 48 servers couldn't contain the influx of testers and beta tourists.

              It wasn't just a PR stunt, however. "This was definitely a real beta, designed to find problems, gather player input, and learn what work still needs to be done before we ship the game," O'Brien stated.

              The team is anticipating a bigger crowd with the next beta weekend, which is why it's running a seven-hour stress test on May 14th to test new changes.

              MassivelyMike O'Brien: Guild Wars 2's beta weekend 'overwhelming' originally appeared on Massively on Thu, 10 May 2012 15:30:00 EST. Please see our terms for use of feeds.

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              German studio SilentFuture resurrecting Earthrise

              Posted: 10 May 2012 01:00 PM PDT

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              Screenshot -- Earthrise
              Fans of Masthead Studios' late sandbox MMO, Earthrise, have cause to rejoice today. The Wuppertal, Germany-based studio SilentFuture announced in a press release today that it will be taking over development and operation of the title, which was shut down in February earlier this year.

              According to the press release, the studio is currently working on a complete overhaul of the game, from backstory to gameplay to technology. SilentFuture plans to have the game up and running again sometime in the fourth quarter of this year. Earthrise will return as a free-to-play title in which players "no longer find themselves in a post-apocalyptic world" but rather are "part of the apocalypse itself." Sounds promising! Hopefully we can look forward to more details in the coming weeks, but at least we know one thing for sure: Earthrise is back!

              [Source: SilentFuture press release]

              MassivelyGerman studio SilentFuture resurrecting Earthrise originally appeared on Massively on Thu, 10 May 2012 15:00:00 EST. Please see our terms for use of feeds.

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                War of the Immortals expansion adds new class, 540-player PvP arenas

                Posted: 10 May 2012 12:00 PM PDT

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                War of the Immortals - combat screenshot
                War of the Immortals' new expansion is officially live. Perfect World Entertainment is adding a new Harbinger class, the pet ascension system, a new instance called Proof of Divinity, and an extensive PvP revamp with the Lost Omen patch.

                This last bit involves "re-tooling the team matchmaking system," PWE says. The changes allow for three teams of up to 180 players to duke it out in a single battle arena (that's 540 players at once if you're counting at home).

                There's also a new trailer for the Lost Omen expansion. Check it out by clicking past the cut.

                [Source: Perfect World Entertainment press release]

                Continue reading War of the Immortals expansion adds new class, 540-player PvP arenas

                MassivelyWar of the Immortals expansion adds new class, 540-player PvP arenas originally appeared on Massively on Thu, 10 May 2012 14:00:00 EST. Please see our terms for use of feeds.

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                  Nexon grows in Korea and China, 'underwhelms' in America

                  Posted: 10 May 2012 11:00 AM PDT

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                  Nexon logo
                  Free-to-play is generating big bucks for Nexon. Who knew, right? The Korean gaming giant's profitability is profiled in a brief blurb at Gamasutra that focuses on Q1 2012 results.

                  Nexon exceeded its first-quarter performance projections on the strength of F2P growth in the Korean and Chinese gaming markets. These gains were "slightly offset by an underwhelming performance for its games [in] North America," which was blamed on "certain operational challenges."

                  Though Nexon's monthly active user count declined from 86.2 million to 82.8 million, its paying user rate increased (from 8.3 to 10.9 percent in year-over-year comparisons).

                  MassivelyNexon grows in Korea and China, 'underwhelms' in America originally appeared on Massively on Thu, 10 May 2012 13:00:00 EST. Please see our terms for use of feeds.

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                  Storybricks' alpha web client goes public

                  Posted: 10 May 2012 10:30 AM PDT

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                  Storybricks
                  Attention, all would-be MMO creators: The Storybricks alpha client has been made public, allowing players to utilize their creative urges to create in-depth adventures that can be shared with fellow players across the globe.

                  The site seems to be getting slammed at the moment, so some patience may be required before you get your hands on the game proper, but if you're at all interested in Storybricks' particular brand of tale-weaving, it's definitely worth a look. And stay tuned because later today we'll have a hands-on impression of the alpha client as well as an interview with the folks behind it all. In the meantime, though, just click on through to the alpha client below and jump right in.

                  MassivelyStorybricks' alpha web client goes public originally appeared on Massively on Thu, 10 May 2012 12:30:00 EST. Please see our terms for use of feeds.

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