guild-cities

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  • The Game Archaeologist uncovers Shadowbane: The highlights

    by 
    Justin Olivetti
    Justin Olivetti
    08.02.2011

    Way back when I used to haunt the corridors of Gamestop and not shun the place due to its stinky evil, I remember being enticed with these fancy-pantsy "MMORPG" boxes when I'd see them on the shelf. I must have picked up Shadowbane a dozen or so times to check out the blurbs on the back, mentally weighing whether or not this would be the one to introduce me to online gaming, but ultimately it was not to be. It's probably for the best, considering that Shadowbane was primarily PvP and I'm a PvE guy at heart. Plus, the title never really took off the way that publisher Ubisoft had hoped, spending most of its six years of operation lurking in the background of the MMO industry instead of sharing the spotlight. But still, six years! That's far longer than any of the titles we've been talking about these past couple months, and considering that Shadowbane won last week's poll to become this month's topic, there are obviously strong feelings lurking among you. What did Shadowbane try to do differently, how did it stay alive as long as it did, and what was its downfall? Hit the jump to find out!

  • City building in Earthrise to allow autonomy for guilds

    by 
    James Egan
    James Egan
    12.08.2009

    One of the games we're looking forward to playing next year is Earthrise, a post-apocalyptic MMO currently in development at Masthead Studios. At launch, Earthrise will offer guilds a wide selection of buildings and facilities that can be built within their controlled territory. Masthead Studios has bigger plans for city building and Territorial Conquest game mechanics post-launch, though. Long term goals for this aspect of guild-level gameplay include expanding options for guilds to become less beholden to the major NPC factions (and the cities of Continoma and Noir). Specifically, Masthead Studios would like for players to establish administrative buildings, which will provide some of the conveniences and features generally found only in NPC-held cities. According to the Earthrise devs, "Administrative buildings will remove the requirement to visit cities even further by providing access to Market, Warehouses and more from inside the Guild owned territories."

  • Age of Conan's Update 5 goes live, game director hints at future improvements

    by 
    James Egan
    James Egan
    06.24.2009

    The fifth major update to Age of Conan,"Gangs of Tarantia", has gone live. The update adds the Tarantia Commons District, a high level area with both single player and group dungeons, as well as a revamped RPG system. There are substantial system changes that have gone into effect in Update 5, which impact every class in Age of Conan, covering everything from itemization changes to feat trees, as well as abilities, spells, and combos. Plus Funcom has rolled out a complete overhaul of the gem crafting system and introduced new rewards tied in with guild cities. Any in-depth look at the sweeping changes made to Age of Conan with Update 5 is beyond the scope of this post, but are summarized in the patch notes. In the June letter from the game director, Craig Morrison explains how Gangs of Tarantia is the most significant update made to the game thus far. Morrison also drops some hints about the directions Funcom plans to take Age of Conan with future game updates. He writes that the next update to Age of Conan will focus on three main areas: improving guild gameplay; new high level content in the House of Crom; and more goals and objectives with Border Kingdom PvP. Beyond the letter from the game director, Funcom has grouped together a ton of information related to Gangs of Tarantia and AoC in general, which can be found in Issue #23 of the Age of Conan newsletter.

  • Age of Conan's letter from the game director for May explains Update 1.05

    by 
    James Egan
    James Egan
    05.18.2009

    Craig "Silirrion" Morrison, game director for Age of Conan, has posted a May letter (on the European forums) to the playerbase that reflects on the year since the game's launch, a year full of ups and downs. Beyond explaining a bit about how he came to work on Age of Conan and his enthusiasm for the game moving forward, the Letter from the Game Director drops info about Update 1.05. Morrison briefly touches on some of the highlights of the update, namely the large outdoor playfield and its quests and storyline, a new RPG system, and updates for all classes in terms of abilities, spells, and feats. Morrison opts to steer away from these big changes in his letter, which are likely to get more attention in the long run, and looks at some of the smaller changes to Age of Conan that are on the way.

  • Age of Conan tradeskills getting badly needed attention

    by 
    Chris Chester
    Chris Chester
    06.24.2008

    In a recent forum post, Funcom developer Twicer acknowledges that Age of Conan's crafting professions are completely behind the curve, and are currently the subject of intense scrutiny by the development team. Considering that Alchemy in its current state is completely broken (when we say broken, we mean: it crashes your client when you try and do it), this message is certainly long overdue.While he was unwilling to commit to a specific time frame, he did go through a fairly comprehensive list of changes. Alchemists will get their most pressing bugs patched later this week, and will also start seeing alchemical ingredients dropping off of caster mobs. Architects will purportedly get new abilities to supplement combat (related to siege combat perhaps?), but no specifics were mentioned. Both Weaponsmiths and Armorsmiths will see some new blue recipes from vendors and world drops. And finally, Resource and Building regions will be fleshed out more to make them full of NPCs and enemies, instead of the relatively barren areas they are currently. Oh, and you'll actually be able to drop crafting professions if you so choose, what novelty!With no specific timetable set, it's probably too early to get excited about these fixes for AoC, but acknowledging problems is the first step to fixing them.