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  • Firefall teases update 1.2

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    11.05.2014

    An update is coming to Firefall, and it promises to be a big one. A brief overview of the game's next major update has been posted on the official site to show off some of what players can expect, starting with the new Operation: Miru. This is endgame instanced content designed for five players at level 40, featuring a combination of mechanics and gunfights that heretofore have not been present in the game. The update will also feature a new piece of open-world content via the Accord Skydock, a new form of watchtower content, and a new live event. Broken Peninsula has also received updates to make it less broken from a mechanical standpoint rather than a geographical one. You can read up on all the sketchy details here, and keep your eyes peeled for more hard information as it becomes available.

  • Free for All: Taking my turn in Ecol Tactics

    by 
    Beau Hindman
    Beau Hindman
    01.23.2013

    Last weekend, I spent some time with Ecol Tactics, a new turn-based MMO brought to us by Games Campus. It features a lot of the same mechanics we have seen before, similar art design to other titles, and a browser-based, Flash-based accessibility that is always welcome. Sure, I was able to enjoy it for only several hours, but during that time, I noted just why Anime and turn-based combat is still successful and why Ecol Tactics is wise to take such a successful genre and launch a new title within it. Anime is easy to digest. The characters on the screen feel chunky but agile. There's something instantly likeable about the characters in Ecol Tactics. They are detailed like an army of miniature soldiers. Wisely, the developers show you some high-level spells and combat before you even get out of the newbie area. I have to admit that I looked forward to the day I would be able to lay waste to a half-dozen monsters with a single swipe of my weapon. %Gallery-176948%

  • More ideas for player housing

    by 
    Mike Schramm
    Mike Schramm
    07.24.2009

    Spicytuna has a nice little writeup about a much-discussed but never implemented feature in World of Warcraft: player housing. Blizzard has borrowed (and subsequently improved upon) many of the most common features in MMOs -- they revamped leveling with ideas like rested XP and recruit-a-friend, they changed the endgame with the ideas of Heroic instances and daily quests, and they've tweaked PvP with battlegrounds, Wintergrasp and Arenas. But for some reason they've never taken on the idea of player housing: a place in the game for players to make their own. The reason we've always heard is that they never landed on a good implementation of it -- if they couldn't do it right, they wouldn't do it at all.But Spicytuna proves there's no shortage of ideas. The main thought so far is that such an area would be instanced, as having actual buildings in the game as player houses just leads to emptied out ghettos of buildings left to rot.

  • Tom Chilton talks about 3.2 and the future of World of Warcraft

    by 
    Mike Schramm
    Mike Schramm
    07.06.2009

    Videogamer.com has a nice long interview with World of Warcraft Producer Tom Chilton about everything from patch 3.2 and the Argent Tournament to the future of the game at large. They caught up with him at the Warcraft Regional Finals 2009 tournament in Germany this past week, and in part one, he talks about the upcoming patch and what Blizzard is expecting to get out of it. He says the Isle of Conquest battleground is their most "epic-feeling" instanced PvP setting since Alterac Valley, and that they want it to feel nuts, with players fighting each other via air and land. He also mentions Arena, and says that it was originally designed to be "a fun side PvP activity" that they went a little overboard with during Burning Crusade. Finally, he talks about twinks, and says that neither Blizzard nor twinks, apparently, want to see other players crushed by those who have the time or money to max out their low level characters. Even twinks, says Chilton, want to see competition against each other, and the option to turn XP off will let them do that. I'm not sure I agree with that last one -- many twinks seem to beef their characters up just for the chance to lay waste to "normal" players, but Chilton says Blizzard believes otherwise.The second part of the interview is more general -- he talks a little bit about the next expansion (with the same speculation we've already heard: Gilneas, the Maelstrom, the Emerald Dream), and says that designing a race is tougher on artists, but designing a class is tougher on designers. He admits that because we had a new class in Wrath, it's unlikely we'll see another class so soon in the next expansion, but "not impossible" of course. And he does note that Blizzard tries to "pre-seed" the races before they use them as playable races, so if they are adding in races, chances are we've already seen them (which, you may note, wasn't strictly true with the Draenei in BC). Finally, he talks about the future of Blizzard's MMO in general, and says it's still wide open to them: they plan for the game to last for years, and what they do between now and then, whether that be more expansions, microtransactions, or even a free-to-play model, will have to depend on what they want to do at the time.Very interesting interview. Chilton doesn't really reveal anything, but you do get the sense that save for a very skeleton plan of one or two years in the future, Blizzard is really playing it fast and loose with World of Warcraft. Even he admits that the game may look very different, depending on how things go, in another four years from now.

  • E3 2009: Global Agenda impressions, continued

    by 
    Mike Schramm
    Mike Schramm
    06.03.2009

    My "Engineer" equipped, we ran over to the PvE mission master, grabbed a mission, and then got a cinematic of a dropship taking off and landing in the zone. After a little experimentation with the force fields and turrets (Robotics characters put down a marker which then needs to be repaired up to full strength with a special weapon), we dropped into the building, and were instantly confronted with some Star Wars-style droid robots. With the character at mid-level already, they were a little tougher than beginners will find, so at first, when we tried just a straightforward assault with the "flubber" gun, they got the better of us. But after a short delay (death brings just a few seconds' respawn time, and then you can respawn and warp back into the battle through a respawn beacon), we went back into the fray, and when we used our special skills (put up a one-way forcefield and created a turret and a robotic pet to help us fight), we finished off the robots (including a "worker," who served to bring in reinforcements and had to be taken down first, and a bigger ED209-esque boss robot). Next up, we tried jumping in to some PvP. Players in Global Agenda will be able to level up via either PvE or PvP -- PvE missions will accept 1-4 players, and while the enemies may be the same (though Harris said they were experimenting with putting players in at different spawn points or switching up enemy spawns a little bit to give the levels some more variety), they'll scale in difficulty depending how many friends you bring along. PvP missions are more common shooter settings (Attack and Defend, Capture the Flag, Escort), though sometimes with a special twist: The CTF maps are actually "capture the robot," where the flag is actually a giant mech that players need to jump in and return to their side to score. This time, we specced a medic together, and saw a few of the different ways you can play that class: you can make it very much like a TF2 medic with just a single target healing gun, or go with a chain-healing gun (that can hit multiple targets with the tradeoff of being weaker), or you can choose a "nanite" weapon, which hits with single shots rather than a channeling stream, and provides a heal over time when they hit. All weapons and abilities are governed by an energy stat, which works like mana in other MMOs -- there's no ammo, so if you have energy, you can fire, otherwise you'll have to seek cover and rest. Lower level guns can be fired indefinitely, but more powerful guns have a rate of fire just limited by how much energy you use with each shot. Turns out our medic did pretty well -- not only did we keep up some friendly players in the Attack and Defend map, but with the medic's boost ability (all classes also build up "boost" as they play, and when you fill that meter, you can use a special move that usually affects the whole team, very much like Call of Duty 4's perks), we laid down some great AoE healing that turned us into a pretty powerful force on our own, too. PvP was actually lots of fun -- given that the game is still in alpha, it wasn't completely balanced yet, but the feeling of a good shooter is there: we took attack points, Robotics turrets defended until they were overpowered, medics held up tanks through enemy assaults, and Recon characters snuck around with stealth and tried backstabbing with melee. But while the action is in a good place, the rest of the world still needs work. Harris says that outside of battle, there will be similarly instanced social areas to go through, but the places we saw were still pretty generic: you can visit mission givers, buy armor in an auction house, and buy dye to customize that armor, but otherwise the social areas were pretty lifeless. There were still people running around -- the game is currently in an alpha, and is starting up a closed beta this summer -- but there's no open world, no place to watch matches in action, and no real social mechanics to tie people together. At the highest levels of the game, the world depends on huge guilds working as a team: players will be competing for hundreds of different maps to try and advance their Global Agenda (see what we did there?). But while there will be a pickup matchmaking system in place, with no open world, it'll be interesting to see how players find each other. A little social boost might go a long way. But other than that, Global Agenda is shaping up well -- Hi Rez is doing a great job of mixing in some uncommon influences and combining them with the persistent MMO genre. We'll definitely be on the lookout for the beta later this year.

  • Original Fallout designer expresses concern for Fallout MMO

    by 
    Shawn Schuster
    Shawn Schuster
    10.08.2008

    What could possibly be a bad idea about an impending MMO based in the Fallout universe? We've heard the rumors, and we're very excited about the possibilities. So why would it be a bad idea? Well, according to original Fallout designer and newly-promoted Carbine Studios Design Director Tim Cain, "It's not necessarily the direction I would've gone."Cain's main concern with a Fallout MMO is that the original game was designed to make you feel like you were living in a post-apocalyptic world. In other words, there's not going to be 100+ other players running around you killing (Oh God, please no!) the same 10 boars as you in the same area. Although Cain doesn't really offer any alternatives to this, would a Guild Wars-style instanced world be the solution? We'll have to wait and see what Interplay has up their sleeves.

  • A clandestine interview with The Agency's Kevin O'Hara

    by 
    Chris Chester
    Chris Chester
    03.10.2008

    MMO Gamer recently got a chance to sit down with Kevin O'Hara, designer for the hotly anticipated SOE spy-thriller The Agency. Among the things O'Hara touches on during the interview are his thoughts on what subscription model they'll use (it's completely up in the air at this point), the wisdom behind directing the game at consoles (O'Hara believes the shooter gameplay will endear it to that audience), and how bosses in a spy game might be slightly atypical (you may travel to their volcano lair and win the day with a hand of poker instead of fighting).One thing I found particularly interesting was the way they're trying to balance fast action with the fun and sense of place that comes from existing in a persistent world. The Agency as he describes it will have a "hub-and-spoke feel to it" where most of the mission-based content will necessarily be instanced. He also mentioned how PvP will be accessible at the touch of a button, tossing you right into the middle of a multiplayer map. In this respect I almost feel like they're paying too much homage to the game's shooter roots. If I wanted to jump into multiplayer deathmatch utterly lacking in context, I'd put in Call of Duty 4. I'm hoping they give slightly more of an incentive to make it akin to traditional MMO PvP. Just, ya know, with guns and spy gadgets.

  • Breakfast Topic: To Instance or Not to Instance

    by 
    Elizabeth Harper
    Elizabeth Harper
    05.19.2006

    If you've spent much time at all adventuring around Azeroth, you understand the concept of instancing - non-shared areas of the world that you will only see your own party members in.  Each has its own advantages - non-instanced parts of the world can make you feel as though you're within a bustling world full of numerous players with whom you can interact.  Alternately, instanced areas can provide experiences that are always available to everyone, regardless of how many players may wish to  to kill the monsters within.   There doesn't seem to be any hard and fast rule about what is or is not instanced in World of Warcraft.  For example, Onyxia lurks inside an instance of her own, while the four green dragons - encounters that involve killing a similar number of monsters of similar difficulty to Onyxia - are not instanced.  Certainly this makes each of the encounters have a different challenge.But what do you think about instancing?  Is it overdone, underdone, or just right in World of Warcraft?  Do you prefer running through a private instance encounter, or racing against others to achieve the same goals?