server-rules

Latest

  • Shards Online launches its Kickstarter

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    05.13.2014

    If you had a dollar for every Kickstarter MMO that advertised itself as a fantasy sandbox, you'd have... well, a fair bit of money. We've lost count. Shards Online, though, is a bit of a different beast, as it's not reserving its sandbox nature to mechanics. Players will be able to influence and take control of server rules, creating individual shards where things are arranged just right for particular playstyles. The prospect of unlimited custom rulesets for servers is pretty different, isn't it? The game's Kickstarter campaign has just launched, aiming for $320,000 by 6/12/14. It includes most of the things that you'd expect in an MMO Kickstarter -- beta access, digital copies, and so forth. If you've got $10,000 to throw at the game, you can even get a custom-designed house and have the developers show up as gods to run a one-time live event. If you're interested in the concepts, check out the Kickstarter and consider throwing a few dollars toward it.

  • Introducing Das Tal, a PvP sandbox where players make the rules

    by 
    Justin Olivetti
    Justin Olivetti
    03.14.2014

    If your fun's been stunted by a sad lack of free-for-all PvP sandboxes, then might we suggest you're not looking very hard? Let us give you a start in this direction, at least, as Fairytale Distillery announced its upcoming project, Das Tal. Das Tal is a "fast-paced" sandbox that includes open PvP, full looting of players' corpses, a classless character system, and a constant struggle over resources and player settlements. Probably the most interesting aspect of this MMO is that each server will eventually reach a "climactic end event" and then restart, allowing players to vote on the rules and features for the next iteration. Das Tal is on Steam Greenlight, is currently in the pre-production stage, and will most likely be doing a fundraising campaign at some point. We've got a teaser trailer for you with the creepiest voice-over ever after the break. [Thanks to Skurvel for the tip!]

  • The Perfect Ten: Non-vanilla server rulesets

    by 
    Justin Olivetti
    Justin Olivetti
    09.08.2011

    I've always thought that rulesets are a golden opportunity for MMO developers to get creative with their products and try something fresh and exciting. Unfortunately, most every MMO these days, new and old, adheres to the four "vanilla" rulesets that have been in place since Pong. You have your default PvE, your same-as-PvE-except-we-have-a-naming-policy PvE-RP, and the two player vs. player variants: PvP and PvP-RP. Those are all well and good, but... y'know... couldn't rulesets be used to create fascinating variations on these games? It turns out that yes, yes they can. While the vanilla rulesets are the vast majority, there does exist a group of fringe rulesets that dared to walk the different patch, er, path and made versions of MMOs that are a bold and refreshing flavor. Like blue! Sometimes these new rulesets were whipped up to inject new life into an aging title, giving players a valid reason to come back and see the game from a different perspective. In this week's Perfect Ten, we're going to check out just how wild 'n' wacky server rulesets can get!

  • It's the end of EverQuest's 51/50 server, but players feel fine

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.06.2010

    Generally, MMO players don't like giving up even the smallest advantage -- but sometimes having a special server isn't as important as having people to play with. That's certainly the case for EverQuest, and it's resulted in a scenario where the game's special Mayong server is being merged with the Tunare server on September 6th. Mayong is generally known as the 51/50 server, as a character starts at level 51 with 50 AA points already earned. The intent when the server was created was to allow players who wanted to skip the level grind a chance at getting straight into the meat of the game. As it stands now, however, the server is dramatically underpopulated. After several community discussions, the development team made the decision to merge the server, preemptively shutting down the special creation rules on Mayong. Player response has been almost universally positive -- few players are upset by the potential slowdown this implies. While the server merge itself isn't due for another month, the days of creating 51/50 characters have already ended, and players are able to get slightly discounted transfers off of Mayong if they want to move early. [ Thanks to Jason Davenport for the tip! ]

  • The Daily Grind: One life, one death

    by 
    Justin Olivetti
    Justin Olivetti
    05.28.2010

    Permadeath -- AKA "permanent death" -- is always a contentious topic when brought up in gaming circles. Most MMOs are like a digital version of Valhalla, where warriors battle, die and are resurrected for all eternity. Death ceases to be "death" in a true sense, instead becoming a speed bump with penalties attached. Hence the appeal of permadeath, where once your character dies, that's it -- there's no coming back for seconds. Death matters, fights become more intense, and victories are that much sweeter. However, permadeath isn't for everyone, especially when you consider just how much time it takes to level your typical MMO character. Few people would want to risk something in which they've invested over 200 hours. But that doesn't mean permadeath is non-existent in MMOs: some titles have the option or special servers to support it, while others see a subset of players create and enforce their own permadeath rules (such as DDO). Today's question is simple: would you play a permadeath mode if your favorite MMO enabled it, and if not, what changes would be necessary to entice you into trying it? Would they need to dramatically increase the speed of leveling? Let you pass down "heirloom" buffs and items to your next of kin? Give special rewards for permadeathers only?

  • It's not that I wasn't satisified, but...

    by 
    Daniel Whitcomb
    Daniel Whitcomb
    11.22.2008

    So it's been a while since I mentioned it, but I'm still pretty gung ho on helping to enforce WoW gameplay policies, especially RP server specific policies, and I will not hesitate to report anyone I see violating them by means of name or conduct. With the recent changes to the report system, I generally just stick their names and a few notes into the Report an Issue and move on, knowing that eventually, a GM will get the report and hopefully decided to be an enforcer that day. But even though I've elected not to speak with a GM, I still often get an email telling me the usual spiel: They looked into the issue, but are not able to tell me what happened due to privacy issues and whatnot. Then comes the customer service satisfaction survey that asks me if the issue was resolved to my satisfaction.