The Road to Mordor: Looking at PvMP from the outside in Posted: 15 Sep 2012 10:00 AM PDT Filed under: Fantasy, Lord of the Rings Online, PvP, Opinion, Free-to-play, The Road to Mordor The other day I was making a mental list of aspects of Lord of the Rings Online that I generally avoid. Raiding was one, mostly because I don't have the time and the acquisition of gear isn't that important to me. Crafting was another because the end results have little personal appeal. But topping the list was LotRO's version of PvP, PvMP. I think I made a monster character three years ago and ventured out into the Ettenmoors once, but that's the extent of my adventures in that area of the game. As a result, PvMP has received very little coverage in this column during my tenure at Massively. For one thing, it's not a good idea to talk about something of which you have little experience in doing. For another, I'm fairly sure that the PvMP community, while dedicated, is a small minority of the game's population. It's always felt like a weird vestigial tail to me, an anomaly that exists within our game that many of us rarely mention or see. So today let's talk about it. I would like to, from the perspective of a player looking from the outside in. Why is PvMP so strange to me? What purpose do I think it has in the game? And how could it become more compelling so that I would actually want to engage in it? Continue reading The Road to Mordor: Looking at PvMP from the outside in The Road to Mordor: Looking at PvMP from the outside in originally appeared on Massively on Sat, 15 Sep 2012 12:00:00 EST. Please see our terms for use of feeds.
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RIFT reveals the second new soul for Storm Legion, the Tempest Posted: 15 Sep 2012 09:00 AM PDT Filed under: Fantasy, Classes, Expansions, Lore, Previews, News items, RIFT Warriors in RIFT are usually all about hitting things with weapons. Sure, they drop in some variety, but the focus of the class has always been a strong set of swords or axes or whatever. And the newest soul revealed for the upcoming Storm Legion expansion continues the trend if you assume that "lightning" qualifies as a weapon. The Tempest has been unveiled and promises to bring strong electrical powers and massive thunderstorms ripped from the Plane of Air into the Warrior's hands. Tempests are versatile, able to attack from long range or channel lightning into a short-range destructive burst. They also possess illusory tricks to help evade defeat in the event that heavy armor isn't protection enough. Despite this, they're probably the least adept of all the Warrior souls at wielding non-lightning weapons, which means that another soul is necessary to provide hard-hitting weapon talents. Take a look at the introductory lore and early screenshots on the official reveal page, and keep your eyes peeled for the final two souls as the expansion nears release. [Thanks to Brad for the tip!] RIFT reveals the second new soul for Storm Legion, the Tempest originally appeared on Massively on Sat, 15 Sep 2012 11:00:00 EST. Please see our terms for use of feeds.
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WRUP: Regime change edition Posted: 15 Sep 2012 08:00 AM PDT Filed under: Massively Meta, Miscellaneous Regular readers of the site know that the upper management is being shifted around here at Massively, meaning that Brianna Royce will now be in charge. While we'll always miss Shawn Schuster's unmistakable voice and work on the site, the change will likely seem invisible to most readers. I, for one, would like to welcome our new overlord, for whom I have nothing but respect and admiration. By complete coincidence, this week's header image happens to be of her favorite animal. Also, I may have sent a number of gift baskets of fruit to her house. And I'm sure we can all agree that earlier instances of tomfoolery should not be taken into account when she now considers that she has complete power over me. Moving on from the welcoming of overlords, it's time for this week's installment of WRUP, featuring the Massively staff explaining our plans for the weekend as well as whether or not a graphical upgrade would bring us back to our first MMOs. Check out our plans past the break, and let us know what you'll be up to in the comments! Continue reading WRUP: Regime change edition WRUP: Regime change edition originally appeared on Massively on Sat, 15 Sep 2012 10:00:00 EST. Please see our terms for use of feeds.
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The Daily Grind: Have MMO standards changed for the better? Posted: 15 Sep 2012 06:00 AM PDT Filed under: Game mechanics, MMO industry, Opinion, Massively Meta, The Daily Grind, Miscellaneous When Ultima Online launched in 1997, most of us were happy just to walk from one end of the city to the other without crashing. EverQuest didn't actually offer any quests in those early days. Star Wars Galaxies launched without vehicles, let alone starships, and World of Warcraft issued forth without any sort of formal PvP at all. But in 2012, our standards have changed. Now we complain when Star Wars: The Old Republic launches without a dungeon finder and when Guild Wars 2 dungeons feel a bit loose two weeks into the game. Our complaints are no longer about basic gameplay bugs and functionality, and so our discussions sound esoteric to all but the most die-hard MMO gamer. Does this mean our MMO standards have changed as our games have grown up -- and have they changed for the better? Or do we expect more from games than they can reasonably provide? 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!The Daily Grind: Have MMO standards changed for the better? originally appeared on Massively on Sat, 15 Sep 2012 08:00:00 EST. Please see our terms for use of feeds.
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Guild Wars 2: The state of the economy Posted: 14 Sep 2012 07:00 PM PDT Filed under: Fantasy, Economy, News items, Guild Wars 2, Dev Diaries Guild Wars 2 has been out for a while, and now that it's trading post is up and the window for saying that we can't judge the economy because the game is brand-new is closing, ArenaNet's John Smith is here to grace you with some insight and knowledge. In a new Guild Wars 2 news post, Smith takes a look at the state of the economy in the game. Between the rough start that the trading post had and the veritable flood of crafting items created as players raced toward mastercraftsman status, several markets are more than a little out of whack. Smith said that adjustments are being made to bring markets "closer to non-vendor based equilibrium" (praise be!) and that to help clear up some of the excess supply, limited-time Mystic Forge recipes will be implemented for players to use up some of their heaping piles of butter overloaded items. He also addressed the problem of exploits and their effect on the market. For all the painstaking details and a nifty chart, hit up the official news post. Guild Wars 2: The state of the economy originally appeared on Massively on Fri, 14 Sep 2012 21:00:00 EST. Please see our terms for use of feeds.
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Betawatch: September 8 - 14, 2012 Posted: 14 Sep 2012 06:00 PM PDT Filed under: Betas, MMO industry, Massively Meta, Betawatch, Miscellaneous This week on Betawatch, we say farewell to Sevencore, which officially soft-launched this week with a massive contest doling out a laptop, gaming mice, hoodies, and a bean bag chair. Seriously. Rejoining Betawatch is Black Prophecy Tactics: Nexus Conflict, whose death announcement was apparently premature! Turns out, only the Reakktor Media version of the game is shutting down on September 26th; the Gamigo edition entered its second closed beta today. Finally, Diablo fans (or not-fans) might want to check out Path of Exile this weekend; the game is holding a three-day stress test that started just an hour ago. The complete Betawatch roundup is beyond the break. Continue reading Betawatch: September 8 - 14, 2012 Betawatch: September 8 - 14, 2012 originally appeared on Massively on Fri, 14 Sep 2012 20:00:00 EST. Please see our terms for use of feeds.
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ArenaNet addresses balance in Guild Wars 2 Posted: 14 Sep 2012 05:30 PM PDT Filed under: Fantasy, Game mechanics, Patches, News items, Guild Wars 2 It's a rule of any skill system that once you put it in the hands of millions of players for a lengthy period of time, they will absolutely break it in ways you never imagined. Even if they don't manage to create terrifyingly imbalanced builds, they'll find things that need patching up and tweaking. So, in keeping with time-honored tradition, ArenaNet has been putting out patches to fix bugs in the game and rectify balance flaws. The most recent game update notes hold not major changes but minor adjustments to functionality. ArenaNet is taking a "wait and see" approach to balancing, which Jon Peters explained a bit in a recent forum post. In the past we made balance updates fairly frequently. While we will continue to be responsive to serious issues, we also want to make sure that we let the basic meta-game stabilize before making too many changes. If you see something that is really strong please try and find counters to it before assuming it is overpowered. We have put a lot of hours into the game already and there are still many things we are learning about the depth of the combat and the balance. There are also finally enough players consistently playing that we can actually gather metrics on skills and make some more informed decisions about what is too weak/strong. Please don't hesitate to point out builds that look like they could use some balance work. We are constantly striving to make Guild Wars 2 the most balanced game it can be and appreciate all of your feedback. Peters proceeded to tell players that the devs are striving for quick turnaround on real issues, but that they would prefer to thoroughly test fixes for the long-term health of the game. ArenaNet addresses balance in Guild Wars 2 originally appeared on Massively on Fri, 14 Sep 2012 19:30:00 EST. Please see our terms for use of feeds.
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MMObility: Glitch's change log describes a very busy Tiny Speck Posted: 14 Sep 2012 05:00 PM PDT Filed under: Betas, Fantasy, Bugs, Culture, Game mechanics, Patches, Free-to-play, Browser, Mobile, Casual, Virtual worlds, Humor, MMObility, Housing Glitch has quietly been working its way through beta, adding new content and tweaking exisiting content while many wanna-be players await their turn in the world of Ur. I love the fact that I can log out of the game for several days or a week and log back in to find some newer, better way to play. I'm a bit shocked that the game is taking as long as it has to "re-launch" because it has been a very wonderful and airtight experience for a while. I have a feeling the team at Tiny Speck is a bit on the obsessive side. How many updates have there been? If you aren't following @PlayGlitch (or @GlitchLog) on Twitter or reading up on the official blog or forums, now is as good a time as any. But I thought it'd be a good idea to round up some of the best for you. Continue reading MMObility: Glitch's change log describes a very busy Tiny Speck MMObility: Glitch's change log describes a very busy Tiny Speck originally appeared on Massively on Fri, 14 Sep 2012 19:00:00 EST. Please see our terms for use of feeds.
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MMO Blender: Using older MMOs to build a perfectly paced world Posted: 14 Sep 2012 04:00 PM PDT Filed under: Fantasy, Video, EverQuest, Fallen Earth, Culture, Game mechanics, Ryzom, Wurm Online, Opinion, Ultima Online, Guild Wars 2, Free-to-play, RIFT, Livestream, Miscellaneous, Sandbox, Crafting, MMO Blender One of the issues I have with so many modern AAA titles is that when I play them, I immediately feel forced through a series of noisy and chaotic moments. I know that these tutorials are supposed to make me feel as though I am stepping into a sort of world-on-fire, but to me it just feels like a mess. RIFT is a great game, truly, but every time I want to start a new character or try the game out again, I dread going through the annoying tutorial. It's so demanding. It grabs my hand and pulls me through a linear series of non-discoveries. Now, this might just be my fading gamer memory, but I distinctly remember how it felt to be dropped off in the middle of nowhere in an MMO. While there are a few modern titles like Wurm Online that basically do the same thing, the mystery and immersion of those first few levels in most major MMOs has been replaced by sheer noise. I don't like it. Good pacing is a wonderful thing. If it's tweaked just right, players feel immediately invested in a world even while feeling completely lost. I'd like to make this week's dream MMO using those older-game designs. It's time to slow down. Continue reading MMO Blender: Using older MMOs to build a perfectly paced world MMO Blender: Using older MMOs to build a perfectly paced world originally appeared on Massively on Fri, 14 Sep 2012 18:00:00 EST. Please see our terms for use of feeds.
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Jagged Alliance Online launches Posted: 14 Sep 2012 03:00 PM PDT Filed under: Trailers, Video, Launches, Free-to-play, Browser, MMORTS If you're fondling fully-automatic weapons in the dark right now, just wishing that you had a target for your elite skills, then... please don't tell us. Please. We'd be forced to report you. But you might be interested to hear that gamigo has ended the beta for Jagged Alliance Online, which means it's transitioned into an official launch. The turn-based multiplayer strategy title has recently implemented special contracts known as warzones, a crafting system, alliances, and the ability to respec skill points. The company has also released a brand-new website and trailer to commemorate the big occasion. Executive Board Member Patrick Streppel explains the lengthy beta for JAO: "Together with the developers, we have put a huge amount of effort to get the best performance possible in a browser. It pleases me to see that the long open beta testing of more than six months has well and truly paid off. We really wanted to avoid releasing an unfinished game and this has worked out brilliantly for all involved." You have our full permission to relinquish your weapons and watch the launch video after the jump. Continue reading Jagged Alliance Online launches Jagged Alliance Online launches originally appeared on Massively on Fri, 14 Sep 2012 17:00:00 EST. Please see our terms for use of feeds.
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SOE announces Live tournaments, schedule Posted: 14 Sep 2012 02:00 PM PDT Filed under: Fantasy, Culture, Events, real-world, MMO industry, News items, Free-to-play, Miscellaneous Sony Online Entertainment is gearing up for its annual Fan Faire SOE Live event in Las Vegas. The shindig starts on October 18th, and this year's edition features a load of tournament-style get-togethers as well as over $30,000 in prizes. Scavenger hunts, boot camps, PvP battles, live quests, and the renowned costume contest are all part of the fun. Most of SOE's game roster will be represented, so whether you're an EverQuest die-hard, a DC Universe Online or Free Realms fan, or you're curious about PlanetSide 2 or Vanguard, you'll want to keep your eyes on Massively for all the latest convention coverage as it happens. SOE announces Live tournaments, schedule originally appeared on Massively on Fri, 14 Sep 2012 16:00:00 EST. Please see our terms for use of feeds.
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Massively Interview: Making strengths of weaknesses in RIFT Posted: 14 Sep 2012 01:00 PM PDT Filed under: Fantasy, Expansions, Game mechanics, Interviews, Massively Interviews, RIFT, Housing RIFT players are currently enjoying the calm before the storm. No, literally -- the Calm Before the Storm patch just launched Wednesday, bringing with it broad changes to factional cooperation and competition and laying the foundation for November's upcoming Storm Legion expansion. Massively streamteam member Mike Foster sat down with Trion Producer Adam Gershowitz to bring us up to speed on the patch, the expansion, and what lies beyond for RIFT. Read on! Continue reading Massively Interview: Making strengths of weaknesses in RIFT Massively Interview: Making strengths of weaknesses in RIFT originally appeared on Massively on Fri, 14 Sep 2012 15:00:00 EST. Please see our terms for use of feeds.
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Storyboard: Private party Posted: 14 Sep 2012 12:00 PM PDT Filed under: Culture, Opinion, Roleplaying, Storyboard, Miscellaneous Ms. Lady and I were in the midst of roleplaying in Star Wars: The Old Republic, and it was going well. As it so happened, this particular bit of roleplaying involved her pureblood Sith lord doing the Sad Sith Dance and singing the accompanying song. Explaining why this was a logical step in the scene would require a whole lot of explanation of the characters involved, and I don't think you really want to read me waxing poetic about my characters for a thousand words. (If I'm wrong, please, do tell. It'd certainly make for several weeks of easy-to-write columns for me.) It's enough to know that there is a Sad Sith Dance and accompanying song. The important point is that just like the song says, voices carry. When said Sith was exiting the cantina, he found that there was a small crowd of people on the upper floor, people who hadn't said anything but could have very well been listening in. And that brings to mind the issue of privacy in roleplaying, something that you both strive for and try to avoid at once because of the nature of the interactions. Continue reading Storyboard: Private party Storyboard: Private party originally appeared on Massively on Fri, 14 Sep 2012 14:00:00 EST. Please see our terms for use of feeds.
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Former Funcom CEO investigated for insider trading Posted: 14 Sep 2012 11:00 AM PDT Filed under: Fantasy, Horror, MMO industry, News items, The Secret World Trond Arne Aas, who stepped down as CEO of Funcom the day before The Secret World launched, is back in the spotlight. Norwegian authorities are investigating Aas for allegations of insider trading. An anonymous source reported to The Escapist that Aas' position change to a chief strategy advisor allowed him to attempt to sell off company stock without attracting scrutiny. As of press time, 650,000 of his 1.5 million shares have successfully sold. Stocks were valued at $17.60 a share when the game launched on July 2nd, but were worth $2.17 as of yesterday. Investigators are questioning whether Aas sold his stocks based on insider knowledge or if it was just coincidental timing. Former Funcom CEO investigated for insider trading originally appeared on Massively on Fri, 14 Sep 2012 13:00:00 EST. Please see our terms for use of feeds.
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