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  • EVE Evolved: Wormholes should be more dangerous

    by 
    Brendan Drain
    Brendan Drain
    08.31.2014

    When unstable wormholes began forming all over the EVE Online universe in 2009's Apocrypha expansion, players approached them with extreme caution. The promise of riches in the form of new loot and Tech 3 cruiser components was balanced by the incalculable risk of facing a powerful new enemy in untested circumstances. Between the Sleeper AI that had been reported to melt players' ships in seconds and the player pirates taking advantage of the hidden local chat channel to sneak up on unsuspecting victims, we had no idea whether any ship we sent into a wormhole would ever make it back out again. The risk of venturing into something truly unknown made wormhole exploration the single most exciting thing I've ever been a part of in an MMO, but the past five years have completely eroded that danger. Farmers now know exactly what to expect in every wormhole site and can efficiently farm Sleepers with the minimum of effort or risk, and PvP alliances can rapidly cycle through systems to find weak targets to attack. We've mapped and tamed all of the wormhole frontier, systematically reducing the risk to the lowest possible levels under the current game mechanics. Tuesday's Hyperion update aimed to shake things up with a few disruptive changes designed to keep wormholes dangerous, and I think it's a definite step in the right direction. In this week's EVE Evolved, I look at some of the changes in Hyperion designed to keep wormholes dangerous and ask what more could be done to keep things interesting.

  • Darkfall quest system aims to provide an 'alternative PvE experience'

    by 
    Jef Reahard
    Jef Reahard
    08.20.2014

    Aventurine has published a lengthy forum post detailing the logic behind its decision to add quests to Darkfall. As you're probably aware, Darkfall is a FFA full-loot PvP MMO, which on the surface makes the devs' decision to spend significant time and resources adding PvE-focused activities seem like a curious one. It makes sense, though, as Darkfall featured world bosses and plenty of opportunities for fun, group-centric PvE even prior to its Unholy Wars reboot. Aventurine says that its new questing system is borne of three distinct goals: to teach new players about the game in an interactive manner, to present Agon's extensive lore and allow players to explore it, and to offer an "alternative PvE experience" including goals and motivation that reaches beyond "for the loot (or for the prowess)." [Thanks Jane!]

  • EVE Evolved: How to fix nullsec territorial warfare

    by 
    Brendan Drain
    Brendan Drain
    08.17.2014

    If you've been playing EVE Online lately or just following the major events in the game, it can't have escaped your notice that nullsec has become a bit stagnant. The lawless nullsec regions are supposed to be politically unstable territories claimed by hundreds of warring player-run alliances, but today they're dominated primarily by just two or three mega-coalitions. Individual alliances can no longer hold out against the combined forces of the coalitions and must either pick a side or be annihilated. The coalitions have even signed agreements not to take space from each other by force, and players are being bored to death as a result. Two weeks ago, I examined the history of force projection in EVE Online and made the argument that capital ships and jump drives ultimately created today's nullsec problems. Increases in mobility have led to alliances teaming up over vast distances, making mega-coalitions an inevitable outcome. It's obviously too late to remove capital ships or jump logistics, but there are plenty of other ways to potentially fix the nullsec problem. We had some great discussions in the comments of the previous article about how this complex problem could be solved without making warfare the painful slog it was back in 2004, and I believe it's possible. In this edition of EVE Evolved, I lay out some ideas for new game mechanics that could solve the current nullsec crisis and may meet CCP's goals for the eventual sovereignty revamp that's on the way.

  • My change from hardcore through casual

    by 
    Adam Holisky
    Adam Holisky
    07.09.2014

    The time between expansions is a great opportunity to change your play style. You can become more proficient with PvP, learn to not stand in fire, or pick up a new class. It can be hard to find guilds to take you in as an undergeared, fresh class player, but things are also a lot more forgiving. You'll be under geared but with everyone else around you rocking some of the best gear in the game, you don't really have to worry about your gear being too huge of an issue. For me, this is also a great time to switch between overall play styles. Back in Burning Crusade I was a hardcore raider. 25 hours a week of raiding, our guild made it into the top 150 in the world, and I'd tank like an army drill sergeant. When Wrath came around I floundered and had enough, I went down to being "mid core" -- the gray area between casual and hardcore. I'd raid with dedicated groups, but I wouldn't do more than 10 hours a week.

  • RuneScape shows you the making of an epic quest

    by 
    Justin Olivetti
    Justin Olivetti
    06.06.2014

    RuneScape puts more thought than most MMOs do into the creation and execution of its quests, so when the devs want to share how they make one of these, it might behoove you to show some respect. No, you don't need to kneel. Maybe give it a solemn nod or something. In a new video -- one that you, yes you, can watch after the break -- Jagex takes its playerbase on a tour of the making of "The Mighty Fall" quest. Get a feel for where this quest fits into the greater storyline as well as see how an entire team works together to fashion such a mission. We don't think you'll be disappointed.

  • Why I love proc items

    by 
    Matthew Rossi
    Matthew Rossi
    05.30.2014

    Proc weapons, proc trinkets, these are some of my favorite items over the existence of World of Warcraft. The end of Dragon Soul weapons from Deathwing were amazing. Were they unbalanced? Yeah. Yeah, they were, let's be honest. They were even more unbalanced than the various proc trinkets from Siege of Orgrimmar, if you want to get right down to it. That's pretty unbalanced. But only a very few cared (most of them PvP players who had every reason to care) because the items were so much fun, y'all. There is literally never going to be anything as satisfying in World of Warcraft again as the sight of four Gurthalak tentacles spawning and mind flaying that rogue to death. I wasn't kidding about PvP'ers having every reason to hate the proc weapons from Dragon Soul. Taking a fury warrior with twin Gurths into PvP was basically a giant middle finger to everyone who was primarily a PvP'er and didn't raid. And I admit that I flipped that particular middle finger as hard and often as I could, because why wouldn't I? If I were a primarily PvP oriented player, I'd be mad too. Still, I love proc items. And Celestalon is talking about proc items. @withkittens1 Potentially. We try to mix it up. Some tiers we go a little more crazy with trinkets, sometimes weapons, etc. - Celestalon (@Celestalon) May 30, 2014 Why do I love proc items so much? Here are a few reasons.

  • Ascent adds in a colonization city-building sim

    by 
    Justin Olivetti
    Justin Olivetti
    05.13.2014

    The galaxy is now open to colonization in Ascent: The Space Game -- and there's plenty of room for everyone. Developer James Hicks has added in a colonization system to the sandbox MMO, allowing players to engage in a city-building sim among the billions of star systems. Colonization is intended to be the endgame for industrial players, with a great amount of complexity and no upper limit on the number of buildings or colonists. Every planet can be colonized, although ones with hostile environments will require more work and protective domes. To build up their colonies, players will need to recruit colonists, bring them to the planet, and task them with farming and mining the new world. "My intent from here is to expand on the city building aspects -- giving the population more complex needs and desires, making the recruitment aspect deeper and more meaningful, and adding new production types, new structures for interacting with other players like starport facilities and stock markets, and expand on the 'out of ship' play," Hicks wrote.

  • The tension between balance and player interest

    by 
    Matthew Rossi
    Matthew Rossi
    05.12.2014

    I'm looking forward to Ashram, the new PvP island zone in Warlords that seems to combine elements from zones such as the Timeless Isle, Wintergrasp, and the old days of world PvP. So I tend to go looking for information on it, which is where I found the following. @GeodewMW @Drsoviet It does. We have to weigh the edge case of large groups against the more common "I want to play with my friend" case - Holinka (@holinka) May 12, 2014 With cross-realm groups being possible on Ashram, this is a perfect example of the ways the game has to balance what most players will do vs. what some players will do - balance the min-maxing attitude vs. the more common, and more often executed, use of a feature or game element. Ashram as it stands will allow players to group cross realm - this is intended so that players who have characters on separate realms (my wife and I, for instance, often would run the Timeless Isle on characters that were on separate realms) can still go to Ashram. This is a good and fun use of cross-realm grouping. But there's a potential down side to this. Since cross-realm grouping is possible, we know the next step - something like oQueue that allows you to put together a group of 40 players and go destroy Ashram on an already imbalanced server. If a certain server is already heavily skewed towards the Alliance, putting together a 40 player group (since Ashram exists in the world and not in a raid instance) and just destroying any hapless Horde you come across, or vice versa. Even if you don't pick a server with a faction imbalance, it's still feasible that a big raid group could end up owning Ashram for an extended period of time, and using players that aren't even on the server. Decisions in the game's design are always made between these two poles - between the ease of abuse, and the benefit it brings to individual players. Sometimes, even with the best of intentions, things don't work out like we'd hope. Reforging, as an example, falls into the 'possible player imbalanced use trumps player convenience' category.

  • EVE Fanfest 2014: EVE's Kronos expansion is an industrial revolution

    by 
    Brendan Drain
    Brendan Drain
    05.02.2014

    The EVE Online keynote presentation finished just a few hours ago at EVE Fanfest 2014, and it looks as if there are big plans for the year ahead. This summer will bring us the Kronos expansion, which is scheduled for June 3rd and aims to revolutionise every aspect of industrial activity in EVE Online in terms of both gameplay and accessibility. The economy has become quite stagnant over the past year as players have long since worked out all the most efficient ways to manufacture and trade, so CCP has planned its very own industrial revolution with a complete overhaul of industrial gameplay. Kronos also marks another important milestone for CCP, as the company will be switching from releasing two major expansions per year to a more agile strategy of releasing 10 smaller updates each year. The Kronos release was originally planned as a full expansion before the changeover to a 10-release schedule, so it's as packed as a full expansion. In addition to a deluge of industry overhauls, we'll be getting a shiny new mining ship, major pirate faction ship revamps, an enhanced new player experience, and a cool new effect when players warp into or out of an area. Read on for a breakdown of the EVE keynote presentation and to find out why CCP is moving away from its usual two expansions per year.

  • EVE Fanfest 2014: Project Legion brings DUST 514 to the PC

    by 
    Brendan Drain
    Brendan Drain
    05.02.2014

    One of the main complaints about DUST 514 since its announcement was the fact that the game was a PlayStation 3 exclusive. DUST was CCP's first attempt to break into the massive console shooter market and its first game to use the free-to-play business model, but things didn't exactly go to plan. The millions of console gamers CCP expected to flood into New Eden failed to materialise, reviews were mixed at best, and DUST quietly fell off the console radar. Players have been asking for a PC release ever since, as the game's unique connection with the EVE Online universe could potentially make it popular with existing EVE players. If you've been hoping for DUST on the PC, your prayers may have just been answered. A few hours ago at EVE Fanfest 2014, CCP demonstrated a prototype of something it calls Project Legion -- an attempt to bring DUST 514's shooter gameplay to the PC but with all-new sandbox gameplay. The project is extremely early in development, but CCP was able to put together a concept demo for Fanfest attendees showing how the game will work. Most of the demo was a slick UI and transition into a DUST planetary environment which has had its graphics significantly improved. DUST 514 is severely limited by the specs of the PS3, so Legion's being on PC means it should actually still look that good when deployed. In addition to signing up for mercenary contracts, players will be able to scan the entire EVE universe for open sandbox salvage zones where resources have been found. These planets have no pre-defined missions, victory conditions, or teams; instead, they're free-for-all PvE zones with open-world PvP, and CCP hopes that this will promote the same kind of emergent gameplay as is seen in EVE. It won't be a true sandbox until you can stab someone in the back, CCP announced to a pleased audience. Little else is known about the project, and the announcement has raised some pretty big questions. Will Legion link in with the EVE universe in any way like DUST? And what will happen to DUST 514 on PS3 if Legion takes off? Whether you're a die-hard fan of internet spaceships or just a gawker on the sidelines, EVE Fanfest is the EVE Online event of the year (and the key source of new DUST 514 and EVE Valkyrie scoops!). Follow Massively's Brendan Drain as he reports back on this year's Fanfest starpower, scheming, and spoilers from exotic Reykjavik, Iceland.

  • The Daily Grind: Do alternative server rulesets wreck PvP?

    by 
    Bree Royce
    Bree Royce
    05.01.2014

    A commenter conversation a while back got me thinking about how server rulesets can make or break the PvP in a game, and not in the way you might expect. I've found that when a game offers separate PvE and PvP servers (be those PvP servers factional or open), the middle-ground players are left without a home. My World of Warcraft guild, for example, was opposed to the idea of a PvE-only server where people could flag but rarely would do so, and so we ended up on a PvP server, where smallfry ganking, rather than the Dark Age of Camelot-esque RvR we'd hoped for, is tediously and irritatingly commonplace. Neither choice is ideal because the populations are split along too sharp a line. In Star Wars Galaxies, by contrast, the servers were PvE with factional-flagging consensual PvP, but because there were no full-PvP servers to bleed away the more hardcore PvPers, the population was mixed, and the PvP situation wound up being far more interesting for more players. PvE gamers who wouldn't dream of flagging for PvP in a game like World of Warcraft would see the Galactic Civil War being waged by PvPers all around them in SWG, and even though they could have stayed safely civillian and free from risk, that visible PvP made them much more likely to jump into PvP themselves willingly -- and isn't that exactly what MMOs should strive for? What do you think -- do alternative rulesets divide playerbases and wreck PvP? Are mixed-use servers a viable way to involve more players consensually in side activities like PvP? 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!

  • Ascent: The Space Game on building a better sci-fi sandbox

    by 
    Bree Royce
    Bree Royce
    04.18.2014

    You'd be forgiven for not having heard of Ascent: The Space Game before. EVE Online is the sci-fi sandbox dominating headlines, and Star Citizen and other upcoming games are breathing down its neck. Is there room in the genre for, well, an indie space MMO that isn't all about cutthroat politics or hardcore ganking? James Hicks, the founder and CEO of Fluffy Kitten Studios and the man behind Ascent, says yes. He took the time this week to answer our questions about his already-playable-but-still-in-development game in deep detail, focusing on the game's complexity, player feedback, business model, mechanics, and how Ascent can truly expand the genre.

  • Watch the first 14 minutes of the Icarus Online Korean open beta

    by 
    Jef Reahard
    Jef Reahard
    04.16.2014

    WeMade Entertainment's new fantasy MMO Icarus Online began its Korean open beta yesterday. ThisIsGame was there, and the site has published a 14-minute video detailing the tutorial, early gameplay, and a few cutscenes. The open beta client features five classes (Berserker, Guardian, Assassin, Wizard, and Priest) as well as a level 25 cap, the new Hakanas Ocean map, and a new raid. TIG reports that WeMade will add a dedicated player-killing area and an Archer class "after the OBT." Click past the cut to watch the gameplay clip.

  • PAX East 2014: WildStar's panel is all about the endgame

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    04.11.2014

    So what happens when when you reach the end of WildStar? You've got a while to think about it, obviously, the game isn't even out just yet. But it's an obvious concern. People are going to hit the level cap, and what are they going to be doing then? Staring at the walls, singing songs, perhaps clawing desperately at the metaphorical walls in the hopes of getting the next major patch somewhat sooner? According to the WildStar panel at PAX East, the development team is hoping to launch with a fairly robust endgame no matter what you're hoping to do. The panel went through pretty much every part of the game, from items to PvP to solo story questing, all of which is intended to work together to create an environment wherein you don't run out of things to do and don't find yourself forced out of what you find fun. How well it will work remains to be seen, but there's certainly a lot on the table to start with.

  • Warlords of Draenor: The changing face of buffs and debuffs

    by 
    Matthew Rossi
    Matthew Rossi
    04.11.2014

    One of the changes that will have a pretty significant impact on how we play both in PvE and PvP is that many buff and debuff spells are being changed or removed. It can all seem a bit complicated at first viewing, what with all the class specific changes, but it's really fairly easily broken down and it won't directly affect how you play all that significantly. We're going to go over the changes and explain what they are and how they'll change how you play, if they do. First up is the Weakened Armor debuff. Essentially, this is the old-school Sunder/Expose Armor affect. It's gone entirely. Rogues no longer have Expose Armor, warriors no longer have Sunder Armor and the Devastate prot warrior ability no longer applies Weakened Armor. In addition, the druid ability Faerie Fire now applies Physical Vulnerability instead, increasing all physical damage taken by its target by 4% for 30 seconds. This is because it was thought that having both Weakened Armor and Physical Vulnerability was excessive, since they did basically the same thing. What this means in terms of how we play? Almost nothing. If you're a rogue, you won't use Expose Armor anymore because it's gone. A warrior tank will hit Devastate the same as they always did. Druids are still going to use Faerie Fire to debuff things. Hunter pets that had similar abilities will no longer have them. Next up is the Weakened Blows ability that almost all tanks had - it reduced incoming damage. The abilities that provided it still exist, they simply don't provide it anymore. Thunder Clap is an example of an ability that currently provides the debuff, but won't in Warlords. Since all tanks applied this debuff, it basically wasn't very meaningful, and instead monsters will simply be tuned to do less damage to compensate for its removal. What changes for players? Nothing. You won't apply the debuff, but you'll still use those abilities that did once apply it.

  • Here's a look at ESO's first major content update

    by 
    Jef Reahard
    Jef Reahard
    04.07.2014

    Ready for Elder Scrolls Online's first major content update? Me too, but since it's not out yet, we'll have to make do with this video preview. It's a four-minute clip detailing the Craglorn adventure zone, which is aimed at high-level players and features new quests, incentives to explore, main story updates, dungeons, and quite a bit more. Click past the cut to see for yourself!

  • Darkfall's getting PvE dailies, and no, it's not April Fools' Day yet

    by 
    Jef Reahard
    Jef Reahard
    03.31.2014

    From the things-I-never-thought-I'd-type category, here's a story about Darkfall adding PvE dailies. Aventurine calls them feats in keeping with the PvP title's Unholy Wars progression system, and "there are several personal PvE daily feats that require specific monsters to be killed in order to be completed." The firm is also adding weekly feats, which, like the dailies, will reward prowess and occasional material rewards like raw resources. [Thanks Dengar!]

  • Black Desert downplaying trinity in favor of formations

    by 
    Jef Reahard
    Jef Reahard
    03.27.2014

    2P has translated an interview with Black Desert producer Kim Daeil that originally appeared on GameMeca.com. Among the more interesting nuggets is the fact that the fantasy sandbox won't feature traditional MMORPG dungeons. This is due largely to the Pearl Abyss team's feeling that "dungeons seem to isolate players from the outside open world" and subtract from "the charm of MMORPG[s]." The piece also touches on something called "collaboration gameplay," which appears to omit traditional tank, DPS, and support roles in favor of formations. For example, a group of players that forms a circle will be rewarded with higher defense bonuses while a straight-line formation leads to high DPS from the front-line player. The interview also touches on adventure nodes, mazes and hidden underground cities, and much more.

  • Star Trek Online previews the new Undine battlezone in Season 9

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    03.26.2014

    Star Trek Online captains have been diligently fighting against the Voth in the Dyson Sphere for some time now, but when Season 9 comes out, the Undine will arrive. That means players will have to face off against new challenges, starting with the Undine battlezone. While this region of the sphere was previously under Voth control, the Undine have taken this area for their own, forcing Starfleet, the KDF, and the Romulans to work together in order to drive them out. The Undine Battlezone will be accessible directly from the Ground Combat Zone and the Contested Zone. Players will be tasked with taking control of nine points within the map, followed by assaulting the Undine's planet-killer ships. Success earns Dilithium and Undine Marks, while failure... well, you can imagine what that involves. For more details on access and the point control, check out the full development blog.

  • Cynwise talks about faction imbalance in random battlegrounds

    by 
    Matthew Rossi
    Matthew Rossi
    03.21.2014

    If you only read one post about faction imbalance in random BG's this year, it should be this one. The always excellent Cynwise of Cynwise's Warcraft Manual (ask for it by name) does his usual thorough job exploring the numbers behind the game. If you were a fan of Nate Silver's election coverage, then you should be reading Cyn's work, as he does much the same kind of thing with the information behind what's going on in World of Warcraft. This particular post is too dense for me to do it any justice, but just as a summation, Cyn explores the way faction imbalance affects random BG's in several ways - how perceived imbalance affects player choices, how the overall popularity of the factions plays out, and the way in which dividing players into factions in the first place causes instability in the representation. It's really a remarkable and remarkably well presented post, and I urge you to go read it.