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  • War of Angels launches Bloody Arena update

    by 
    Shawn Schuster
    Shawn Schuster
    10.17.2012

    Following the successful relaunch of War of Angels last month, Neowiz Games is showcasing a brand new Bloody Arena update for the high fantasy F2P MMO. As you might expect, this update allows players to battle it out in a PvP arena for honor and Blood Money, which can be used to buy special in-game armor and weapons only available through PvP. But if you're imagining your run-of-the-mill PvP arena with the same old stale rules, you might be in for a surprise. The combat is team-based in the Bloody Arena, where groups of three, four, or five players level 40 or above will fight to the death. Perhaps our favorite part of this feature is what happens to fallen teammates. When a player is eliminated during a match, he is held in a sideline cell where he can reach out and strike his team's opponent with melee attacks to help turn the tide of battle. Two all-new armor and weapon sets act as rewards for the victor, with each class showing off its own specific style. Check out more in our gallery below. [Source: Neowiz Games press release]%Gallery-168611%

  • EVE Evolved: Adapt or die

    by 
    Brendan Drain
    Brendan Drain
    07.22.2012

    When EVE Online was first released in 2003, it sold mostly based on its future potential. Everyone I played with in those early years got into EVE in order to be on the ground floor of an awesome space game that was getting more awesome by the month. Features were undergoing continual revision, and new content was released regularly, making EVE a radically different game every six months. Players met this design strategy of continual iteration head on with an "adapt or die" attitude, and it kept the game interesting for years on end. Fast-forward to 2011 and the story looked very different. The Dominion, Tyrannis and Incursion expansions introduced new gameplay but didn't heavily iterate on any other features. By the time Incarna released, most of EVE's gameplay and content had been the same for two years and players had nothing new to adapt to. For the Crucible and Inferno expansions, CCP finally iterated on hundreds of small features and even introduced new modules to reboot EVE's "adapt or die" PvP ship design metagame. With a lot of the small things now covered, I think some of the game's big features are due for iteration. In this week's EVE Evolved opinion piece, I look at how EVE players adapt to new challenges and explore several areas of stale gameplay that are in dire need of iteration.

  • Robotic quadrotors' training now complete, proven with razzle-dazzle Cannes show (video)

    by 
    Steve Dent
    Steve Dent
    06.27.2012

    We've watched our potential quad-mech overlords from KMel Robotics evolve from agile solo acrobats to worker bees to deft synchronized performers. It seemed only a matter of time before they would hunt down Sarah Connor en masse -- or take the show-biz world by storm. Fortunately for us, the tricky flyers chose to embrace their flamboyant side at a tour-de-force 16-quad lightshow in Cannes, where they opened the Saatchi & Saatchi New Directors' Showcase. The soaring automatons pulled all their past tricks out of the bag, flying precisely with mirrors to bounce lights from below, all timed to dramatic music --which they also had a hand in controlling. The sparkly treat awaits right after the break.

  • Guild Wars 2 wants you to play with your friends no matter what

    by 
    Justin Olivetti
    Justin Olivetti
    05.08.2012

    "Whenever we design a new feature we always ask ourselves how it impacts our players' ability to play with their friends," ArenaNet's Eric Flannum stated about Guild Wars 2. In an interview focused on connecting players together, Flannum made it clear that the team was looking for every possible opportunity to pave the way for social hookups. Flannum addressed the specifics of how Guild Wars 2's servers work in relation to transfers. While there is a traditional paid transfer service (which can be used only every seven days), all players will have the ability to hop over to friends' servers as a guest. Player team-ups are further made possible by the dynamic level-adjusting system that scales players down to the zone they're occupying. This process is made easier by ArenaNet's decision to make friend lists and guilds account-wide instead of specific to a server. So while each guild has a home server, other chapters can exist elsewhere. Flannum also said that the team is carefully structuring its PvP system so that it will be free from potential abuse by server guesting.

  • Facebook launches 'groups for schools,' keeps enrollment tight

    by 
    Anthony Verrecchio
    Anthony Verrecchio
    04.11.2012

    It's no secret that Facebook encourages users to spend as much time as possible on the site, doing things like sharing photos, playing games, chatting, and of course, sharing status updates. Now, the company is giving students a reason to visit that's actually related to academics. 'Groups for schools' creates a virtual venue for collegiate collaboration, letting students and faculty members share un-copyrighted files within the groups created for their sports teams, clubs and even individual classes. There is a file limit of 25MB in play, so consider those dreams of sharing videos and zipped up apps crushed -- you'll also need to provide a .edu address that matches the school before Facebook grants you admission. At first, online cliques will be limited to colleges in the US, though global institutions will eventually be permitted to join in on the fun as well. In the meantime, who knows -- perhaps Dropbox will also launch some kind of super-secret, exclusive club in the near future.

  • Making the 'jump' from Guild Wars to Guild Wars 2

    by 
    Bree Royce
    Bree Royce
    03.26.2012

    The second Guild Wars 2 press beta weekend has come and gone, and Massively was there every step of the way. Stay tuned throughout the day today for even more guides, impressions, videos, and Q&As to get you ready for the highly anticipated sequel to Guild Wars. Guild Wars 2 is on the way (when it's ready), and classic Guild Wars players probably understand that soon they'll be competing with a younger sibling -- a smarter, more attractive one who's sure to get more of mom's attention. And while we're sure that some of the more stalwart Guild Wars 2 fans are also Guild Wars players, not all veterans of the first edition are dedicated to licking up every drop of sequel info squeezed out of blogs, conventions, and betas. Those veterans might just be wondering, what exactly can Guild Wars 2 offer them, other than Hall of Monuments tie-ins? What's changed? What's the same? What will they love, what will they hate, and what could possibly make them jump ship to the new hotness? The first and most important thing you must know is that yes, you can jump in Guild Wars 2! Seriously, though, jumping is more than just a thing you do with your spacebar when you're bored; it's a symbol of boundlessness. Guild Wars 2 itself is trying to jump a lot higher than its elder brother, and probably the essential difference between the games is that feeling that the walls have come down and gravity is letting loose. That alone should urge classic players to take a peek, but if that's not enough for you, fire up your Jeremy Soule soundtracks (yes, he's onboard for an encore!) and read on...

  • The Daily Grind: Have you ever been a part of a regular group?

    by 
    Justin Olivetti
    Justin Olivetti
    02.22.2012

    This week I'm trying an experiment: My friend and I are attempting to pull together a (semi-)regular adventuring group for Dungeons and Dragons Online. It's an iffy proposition, as I've been part of a couple of other regular groups before and they've never lasted long (I blame my loud, abusive rants over Vent). But the idea is infectious, and I'm not giving up on trying them out. Regular groups -- if you can pull them off and stick with them -- can offer a singular experience in which friends bond over a continuous shared journey, one in which they become a fully functional team from the onset. Plus, being part of one means that no content is too big or too small, and one never need worry about having to troll the LFG channel or dungeon finders for strangers. So I'm curious: How many of you have been a part of a regular MMO group? How do you make it work, and what did you take away from it? 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!

  • WildStar's Troy Hewitt talks about the game's design philosophy

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    02.13.2012

    It's likely to be a while longer before anyone gets to lay hands on WildStar's beta, much less the finished game, but there's still a lot to look forward to. A recent interview with producer Troy Hewitt might help salve a bit of that anticipation as Hewitt discusses the game's design philosophy and content systems. As he explains, Carbine Studios embraced the idea that players should be allowed to play how they want, when they want, and with whomever they want. This extends to the game's content at multiple levels; Hewitt explains that solo and group content shouldn't be at odds, that even people who prefer to level and play solo are still enjoying the fact that they experience a persistent world with other players. There's also a lot of talk about players crafting their own stories as they explore the game world, something augmented by the game's split between different player types. Take a look at the full interview if you're following the game avidly, as there are plenty of interesting tidbits -- even if you might have preferred a release date.

  • Acrobatic quadrocopters hunt in packs, seduce you into submission (video)

    by 
    James Trew
    James Trew
    02.01.2012

    We've kept a pretty stern eye on the development of GRASP Lab's quadrocopters, and with good reason it seems, now that the four-bladed aerial ninjas have even more alarming abilities at their disposal. In the video after the break, watch them hold a variety of complex formations like it's no thing -- even while on the move. The 'copters can also take flight, or resume position, after being thrown into the air, navigating real world obstacles with deft fluidity. It's part of University of Pennsylvania's Scalable sWarms of Autonomous Robots and Mobile Sensors project (conveniently SWARMS for short), which is responsible for developing the air-born acrobats' new grouping skills. They say it's an attempt to replicate swarming habits in nature, though we're not convinced.

  • Get into a RIFT Instant Adventure faster than watching this promo video

    by 
    Justin Olivetti
    Justin Olivetti
    12.07.2011

    "Players are in for good surprises," Trion Worlds' devs promise. "It's like nothing you've ever seen in an MMO before." What's all this about? Why, it's the upcoming Instant Adventure feature for RIFT, where players can jump right into massive group content without having to sit in a queue or worrying about group composition. This "nonstop excitement" is hyped via a new video diary in which the feature is quickly demonstrated while the devs hit all the talking points in less than a minute. Instant Adventures are designed to deliver quick group quests without having to pull together specific roles or wait for world events to occur. By clicking on the Instant Adventure button, players are brought to either Stillmoor or Shimmersand and a special encounter is launched that scales up and down with your group's size. Give it a look and see if this is as good as the devs' word -- the adventures start (instantly) after the jump.

  • Real ID grouping feature out of beta, remains free

    by 
    Mathew McCurley
    Mathew McCurley
    08.16.2011

    The Real ID party grouping feature, which allows players across realms to group up and run dungeons through the Dungeon Finder with same-faction Real ID friends, is officially out of beta and remains a free service. When the service was first announced, a premium price was going to be attached to the service, but since launching, Real ID grouping is not part of the premium package -- it's free for everyone. Blizzard reserved the right to add features to the premium suite of WoW services, but this one is here to stay for free. I was skeptical about the costs associated with the service in the beginning, but after trying out the service with fellow WoW Insider editors, I was hooked. Paying for the service, however, was not something I would have done. Players have a certain expectation about what they get with their monthly subscriptions, and in a world where free-to-play MMOs and games charge small amounts all over the place for items and boosts, a subscription game in the vein of World of Warcraft has a harder time justifying the extra costs because of the nature of the monthly subscription beast. It is nice to see that Blizzard is adding this feature for all players, no cost attached. Hit the jump for the full announcement and FAQ.

  • Wings Over Atreia: And 2.6 came to pass...

    by 
    MJ Guthrie
    MJ Guthrie
    08.08.2011

    Not as heralded as its companions that came before, Aion's patch 2.6 hit North American servers this past Wednesday. But just because it wasn't cool enough for its own name (like Assault on Balaurea or even Empyrean Calling) doesn't mean it is without some goodies of its own. Granted, the patch isn't an Atreia-shattering deluge of content, but as I have stated previously, adding small chunks of content more frequently is better for keeping players interested and engaged in the game. And besides, 2.6 is one step closer to 3.0! This patch introduced a solo version of the Empyrean Crucible for your crucible-insignia-hording pleasure, a new auto-group feature, some UI changes, a new pet, skill tweaks, and other assorted tidbits. This past weekend I experienced as many aspects of the new patch as I could in order to bring you a peek at life after the patch. Is Stormwing really easier to beat? Can you really get platinum medals from the pet? How challenging is the Challenge? For the answers to these and more, join me past the break.

  • Enter at Your Own Rift: 'Role' play

    by 
    Justin Olivetti
    Justin Olivetti
    03.30.2011

    In retrospect, it was all my fault. I had gotten too used to just throwing RIFT dungeon groups together and assuming that with the flexible soul system we'd be able to provide everything necessary no matter what archetype mixup we had. I suppose it's a testament to Trion Worlds' design that an exact group composition wasn't a top concern -- the goal is just getting five willing players together for a fun run. We were running Darkening Deeps, and I decided to start a group so that I could show off the dungeon to Rubi. We had two Rogues, two Mages and a Warrior, and I felt pretty confident going in that we would prevail. And while the Warrior stepped up and said he would tank -- taking the burden off of my Riftstalker build -- everyone else was curiously quiet when I asked if there was another healer who could back up my Bard heals for boss fights. Nothing. Not a peep. The other Rogue didn't have a Bard spec, and the Mages were whistling innocently when I asked if they happened to have a Chloromancer role tucked in their back pocket. Oh crud. This was going to hurt. Six trash pulls into the dungeon later, I called it and said that we simply didn't have enough healing power to make it through the bosses. My bad, I said, thanks for playing!

  • Sony Ericsson Xperia family portrait at MWC 2011

    by 
    Vlad Savov
    Vlad Savov
    02.17.2011

    Sony Ericsson shook up MWC before it had even begun this year by introducing the Xperia Play -- the world's first PlayStation Certified phone -- alongside a pair of new members of its Xperia line of smartphones, the midrange Neo and QWERTY-sliding Pro. Taken together with the Xperia Arc that debuted at CES in January, this little bunch of Android Gingerbread runners will form SE's principal attack on the ever-fickle smartphone consumer's wallet this year. We can't yet tell you which of them might be the one for you, but we can certainly provide a gallery stuffed full of side-by-side pictures to help you visualize the differences, both big and small, between the four new Xperias. Enjoy! %Gallery-116992%

  • A Mild-Mannered Reporter: In the case of Defenders

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    02.16.2011

    So last week, my column went live on the same day that Paragon Studios assuaged pretty much every concern my article raised. I should be annoyed, I suppose -- these columns do not spring Athena-like from my forehead, after all -- but considering what the producer's letter means for City of Heroes, I can't be anything but happy. It shows that the problems that I can think of are getting brought up and addressed by the development team as well, and that means that there's a security buffer in place so that things never get bad. And that segue leads us naturally into the next archetype up for discussion: Defenders. Probably the hardest archetype to cleanly fit to any pre-existing heroes, Defenders are still a vital part of the game and a lot of fun to play besides. They're the logical counterpart to the Tanker side of the equation. Whether you're new to City of Heroes as a whole or just new to the very idea of playing a Defender, click on past the break to take a look inside the most party-oriented archetype in the game (barring Kheldians, I suppose).

  • EVE Evolved: Incursion guide -- Combat strategies

    by 
    Brendan Drain
    Brendan Drain
    02.13.2011

    With the final release of EVE Online's Incursion expansion, Sansha fleets began invading constellations across New Eden. Hell-bent on revenge against the empire nations that rejected him, Sansha's unholy army of borg-like cybernetic soldiers is united in a singular goal -- to bring his disturbing brand of order to the galaxy. The incursions have been running for several weeks now, and players are quickly adapting to EVE's latest group PvE challenge. In last week's EVE Evolved, I began a series of guides to tackling incursions with an article on fleet composition and group tanking strategies. Even with a well-composed group, it's still possible to fail encounters if the fleet doesn't exercise good target-calling and combat strategies. With some Sansha ships fielding remote repairers and others throwing ECM, energy neutralisers, and massive torpedoes at players, taking on an encounter isn't just a matter of tanking it and flinging missiles in all directions. Fleet commanders must be able prioritise the enemy ships in order of the danger they present to the fleet. Clear target-calling will help a fleet to focus fire and get targets down quickly, and good prioritisation of targets can mean the difference between victory and defeat. In this week's second part of the EVE Evolved guide to incursions, I explain two popular target-calling strategies and look into prioritising targets in order to minimise the risk to your fleet. I end with a list of high-priority NPCs with special abilities that you'll need to keep an eye on.

  • EVE Evolved: Incursion guide -- Fleet setup and tanking

    by 
    Brendan Drain
    Brendan Drain
    02.06.2011

    In last week's EVE Evolved, I gave my first impressions of EVE Online's newest group PvE activity based on a cautious first night spent at an incursion in Obray. The Sansha incursions have been running for over a week now, and players have come up with some clearly effective strategies for clearing the sites. Many groups are now tackling the incursions in relative safety, and yet every incursion still sees several ill-prepared fleets decimated at the hands of Sansha's ships. Incursions throw some difficult challenges at players, with focus fire melting vulnerable targets, energy neutralisers and ECM disabling your support ships, and bomber frigates wreaking havoc on large hulls. In some encounters, Sansha's Nation will even use deployable remote repair platforms and other structures to its advantage and will call in random reinforcement waves if your group is too slow. With the right fleet composition and strategy, however, all of those challenges can be overcome with ease. It seems that what players need most right now is a solid guide to tackling incursions. Over the next few editions of the EVE Evolved column, I'll be smashing my way through EVE's incursions to compile a comprehensive guide from the ground up. In this week's first part of the guide, we get the ball rolling with vital information on incursion fleet composition and tanking strategies. This part of the guide is aimed mainly at those interested in Vanguard-level sites, but the fleet setup and tanking strategies described are fundamental to all encounter sizes. In this week's EVE Evolved, I tackle the fundamentals of incursion fleet design and tanking, which should be enough to help your group jump right into 10-man Vanguard encounters.

  • Lenovo and NEC partner up to become Japan's biggest PC vendor

    by 
    Vlad Savov
    Vlad Savov
    01.27.2011

    Lenovo's insatiable ambition for growth has taken another boost today with the news that China's best-known computer maker is partnering up with NEC for a "strategic alliance" in Japan, the world's third biggest PC market. Under the terms of the deal, a new NEC Lenovo Japan Group will be formed, wherein Lenovo will benefit from 51 percent of the shares and NEC will own 49 percent plus the choice of first CEO, for which it's selected its own Hideyo Takasu. Lenovo will also pad NEC's pockets with $175 million of change and contractual formalities are expected to be completed by the end of June this year. Sadly, specifics on how this will benefit consumers are light on the ground -- both companies will continue to sell products under their respective brands and there's only general talk of collaboration, economies of scale, harnessing operational synergies, and leveraging each company's strengths. At least you'll know your computer's been made in the spirit of fraternal cooperation. Full PR after the break.

  • Sansha incursions have begun in EVE Online

    by 
    Brendan Drain
    Brendan Drain
    01.25.2011

    The moment EVE Online players have been waiting for has finally arrived. Sansha's Nation has begun its plan of regular incursions into known space. Using terrifying advanced technology suspected to be of Sleeper or Jovian origin, the Nation has begun sending masses of troops through controlled wormholes into constellations across New Eden. The powerful new Sansha ships found in these sites are controlled by a borg-like hive mind composed of the millions of citizens abducted from planets during last year's Sansha raid events. The Sansha ships are even named after the system their crews were abducted from, an eerie reminder that we could do nothing to prevent the Sansha raids. To find out where the nearest incursion to you is, open your mission journal and go to the incursions tab. If you can't see any incursions in the global report after refreshing it several times, you may need to clear your cache. To do this, press the escape key to open up the game options, go into the "Reset Settings" tab and click the button next to the text "clear all cache files." This will restart your game and the incursions will be visible. Once you arrive at a constellation that's under siege, a new chat channel will automatically open to help coordinate resistance efforts in that constellation. Players who are thinking of getting into the incursions are urged to proceed with caution and use only ships they would be willing to lose, as these upgraded Sansha ships are deceptively powerful for their size classes. If you'd like to take part in the incursions with other Massively readers, join the Massively channel in-game for instructions on how to get involved with the official Massively Mob corporation. To give some background to the events taking place right now all over EVE, CCP has released a new video trailer putting the Sansha threat in context. Skip past the cut to watch the video, embedded in HD.

  • Quadrocopters learn to build things, when will humans learn to fear them? (video)

    by 
    Vlad Savov
    Vlad Savov
    01.15.2011

    The GRASP Lab quadrocopters were impressive enough by themselves, all slashing and swooping through the air with unerring precision, but then their makers had to go and give them the intelligence to work in groups and today the inevitable has happened: they've learned how to construct things! Sure, the structures are rudimentary, but we can recognize the beginnings of human containment cells when we see them. Skip past the break for the bone-chilling, teamwork-infused video.