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  • Darkfall gives players a day to log in and purchase D.U.E.L.

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    09.08.2014

    What is D.U.E.L.? It's Darkfall Unholy Wars' equivalent to EVE Online's PLEX, a way to extend your subscription to the game while allowing you to trade for in-game currency. And if that's what's kept you away from the game, your inability to pay for your subscription by earning more currency in the game? You're in luck, as the game is offering a special one-day reactivation on September 11th for lapsed subscribers to log in, purchase D.U.E.L., and possibly get back into the game. Players have expressed some consternation over this decision, arguing that a single day in the middle of the week is an odd time to reinstall, log back in, and try to purchase an item. Official statements by Aventurine staff have clarified that this is only a single flash promotion, and it does not rule out the possibility of other similar promotions in the future. [Thanks to Dengar for the tip!]

  • Darkfall introduces PLEX-like 'D.U.E.L.' subscription currency

    by 
    Bree Royce
    Bree Royce
    08.02.2014

    Yesterday, Aventurine added what it called a "minor" new feature to PvP sandbox Darkfall: a payment system remarkably similar to those found in EVE Online, WildStar, ArcheAge, and most recently Anarchy Online. Says the official site, Several minor changes were included in the same update, also the addition of a shop item named D.U.E.L which, when purchased with selentine gold, will add 30 days of subscription time to your account if activated. The purpose of D.U.E.L is to give Darkfall players in-game options to renew their subscriptions. Redditor mmochallenge notes that the in-game D.U.E.L. items are currently selling for around 150,000 gold.

  • Darkfall adds weather effects, duel system

    by 
    Jef Reahard
    Jef Reahard
    01.30.2014

    Darkfall's sporting a new patch this week, and no, I'm not talking about one of those old-school iron-on things that your mom put on your jacket when you were a kid. This patch contains performance tweaks, new environments, a duel system, and the new weather effects system. Aventurine says that "74 new environments have been added all around Agon." The update post on Darkfall's official website -- viewable via the links below -- contains a full list of fixes and changes.

  • The Art of Wushu: Chasing down Soul Chasing Claw

    by 
    Patrick Mackey
    Patrick Mackey
    12.18.2013

    Soul Chasing Claw is the eponymous skill of Royal Guards and one of the most frustrating styles to counter for a new player. It's a nice, robust style with clear strengths and weaknesses, and it's one of my favorite styles in Age of Wushu even though I don't use it myself. Unfortunately, Soul Chasing Claw feels a bit unfair when it's used against you at first. It has long-range, high-damage combos that seem unstoppable, but for the most part it's smoke and mirrors. It's simply a set of tools that are useful rather than all-powerful. Most RGs that rely exclusively on this style are easy to beat for experts, but it is a useful addition to any external Yang martial artist's toolkit.

  • Upcoming free Peggle 2 update lets you duel your friends

    by 
    David Hinkle
    David Hinkle
    12.10.2013

    EA Popcap will add a supplementary mode, called Duel mode, to Peggle 2. In a post on Facebook, producer Jared Neuss says the studio is hard at work on implementing the free multiplayer mode and will announce more details soon. Duel mode, which was included in the original Peggle, is a straight-up competitive mode for local and online play that pits two players against each other on the same board. Neuss says the addition of Duel mode is just the beginning of a series of "regular updates" the developer has planned for Peggle 2. Peggle 2 launched this week as an exclusive on Xbox One. In our review, we said it "remains a foregone conclusion for existing Pegglers and puzzle fans alike, even if it doesn't quite live up to the addiction that destroyed everyone's work ethic back in 2007." New players looking for an edge should check out our 'Stiq Tips feature, which has plenty of advice for maximizing your scores in the sequel.

  • The Art of Wushu: Harnessing demons to slay lovers

    by 
    Patrick Mackey
    Patrick Mackey
    10.09.2013

    Demon Heart Chain Hand is one of the most likely choices for a player's first new martial art. Although many other styles in Age of Wushu are expensive or difficult to obtain, DHCH is relatively easy to farm. It also adds tons of extremely useful utility in the form of a ranged knock-towards, a PBAoE flight disable aura, and a silly self-exploding super move. It works very well in group combat, and proper use of the set can turn the tides of battle even if your internal skills are much weaker than those of your enemies. Even after you're a powerful master, you'll rely a lot on this set in many cases. It does many things (especially its ranged knock) that have very practical uses. As a dueling set, it's a bit on the weak side, but people tend to underestimate it for that reason too.

  • The Art of Wushu: The facts about autoguard

    by 
    Patrick Mackey
    Patrick Mackey
    09.25.2013

    The automatic blocking feature in Age of Wushu is treated as anathema by players. You guys have no idea how many people I have talked to about it who tell me, "I would never use something like that!" It seems that in general, people don't like the idea of something that takes decision-making out of their hands. However, autoguard isn't as bad as people think. In fact, it is an exceptional answer to poor latency and is completely controllable. The truth is, not many people understand it at all, and even fewer realize the benefits of the system.

  • The Art of Wushu: The limits of human reaction time

    by 
    Patrick Mackey
    Patrick Mackey
    09.11.2013

    We're finally back on track with the kung-fu lessons, and today we're going to talk about something very important: how being human limits what you can do in an Age of Wushu duel. Like a lot of skills relating to dueling and strategy, this is a fairly broad skill that can be applied to a lot of games. Reaction speed is one of the most difficult things to train in Age of Wushu, especially for old-timers like me. Reacting to things in a timely matter is a massive advantage; it lets you punish feints, interrupt sluggish normal attacks, and stun people out of dance-like moves. The trouble is, we're human, and humans are slow. This time, we're going to look at exactly what that means in hard technical terms.

  • The Summoner's Guidebook: Anything except solo top in League of Legends

    by 
    Patrick Mackey
    Patrick Mackey
    07.04.2013

    It's really no surprise that I'm not an amazing Summoner's Rift player. I feel like I perform decently as support, do fairly well as jungler and ADC, and play solo mid somewhat poorly. Aside from those roles, there's one I haven't talked about, and that's solo top. The solo top lane is the bruiser lane in League of Legends. It's most typical to see melee fighters and tanks there, and it tends to be a little more chaotic than the other lanes. I dislike playing solo top largely because it is the one lane where players are really encouraged to fight each other, and we all know that I prefer to farm peacefully and dislike being aggressive. However, for whatever reason, I have a lot of successes there. I'm nowhere near as good in top lane as in bottom lane (in either role), but it's a place I can go and not feel like dead weight.

  • The Art of Wushu: Offense is the best defense

    by 
    Patrick Mackey
    Patrick Mackey
    06.05.2013

    Previously in The Art of Wushu, we discussed the basic combat mechanics in Age of Wushu. If you have played the game for more than a week or so, you are likely familiar with most of it. A basic RPS mechanic is the simplest type of combat design, and many other games, especially those with "robust" melee combat, tend to have some RPS as the basis of its complexity. However, Age of Wushu focuses a lot on uneven risk and reward. It is not enough to simply have RPS elements. A combat design built around mixups should also have many different options between these mixups that create an inter-RPS. Let me explain broadly: Some rocks beat other rocks, but the other rocks provide better rewards when used against scissors. Some rocks might even provide benefits when used against paper! The series of mindgames interwoven into your attack choice are the focus for this week.

  • The Art of Wushu: Learning the basics of combat

    by 
    Patrick Mackey
    Patrick Mackey
    05.22.2013

    Many readers balked when I said Age of Wushu had the best combat in an MMO ever back when I did my first impressions piece. I admit, it was a bold claim. However, even after playing Guild Wars 2, TERA, and numerous other games with "deep MMO combat," I stand by what I said back then. Age of Wushu's PvP combat is the best in any MMO. If you're coming from a mostly MMO background, combat in Age of Wushu is a bit daunting at first. It's really nothing like combat in any other MMO. It has a bit slower pace than a typical action-MMO, but it is the first to really employ tempo control. Attacking recklessly is a patch to a quick defeat, forcing players to make tough tactical decisions. If you're like me and came to MMOs from a fighting game background, things readily click into place. Baiting common reactions and punishing them, punishing actions on reaction, and getting in the head of your opponent is better-rewarded than in any other MMO combat system. I don't want to badmouth games like GW2 that have great combat, so don't get me wrong; many other games have excellent combat. Age of Wushu's battle system is just even more fantastic. When I win a fight against an even-leveled opponent (or higher level, though that's rare) without taking an unblocked hit, I feel like a total beast.

  • Diablo III lays out the welcome mat for patch 1.0.7 testing

    by 
    Justin Olivetti
    Justin Olivetti
    01.14.2013

    You know that good feeling from an all-around patch that fills gaps, patches up broken supports, and leaves you with a stronger structure? Prepare to feel that when Diablo III's 1.0.7 comes to town. Currently the patch is in testing, although Blizzard has posted the contents of this "kitchen sink" update. One of Patch 1.0.7's chief features is the addition of a dueling zone to the game. This anything-goes, just-for-fun area is called the Scorched Chapel, and it's there that groups of two to four people can hang out and go all fight club on each other. While dueling has neither score nor rewards, the studio figures people might want to do it just for the fun factor. Other improvements coming with 1.0.7 include tweaks to Wizards and Monks, more crafting recipes, an increase to the amount of XP that the monster power system produces in Inferno mode, and an end to the increasing resurrection timer for consecutive deaths.

  • Blizzard scraps Diablo III PvP mode, starts over

    by 
    Justin Olivetti
    Justin Olivetti
    12.27.2012

    You want the bad news first? Here it is: Blizzard has decided that the long-in-production Team Deathmatch mode for PvP in Diablo III isn't living up to its standards and has scrapped the entire system. Lead Designer Jay Wilson wrote a dev diary in which he explained the concept of PvP in Diablo III and why Team Deathmatch wasn't working. He said that arena combat put too much of a focus on class balance that the team doesn't want, that there wasn't enough incentive to fight more than a couple matches, and that feedback from players was mixed. You still waiting for the good news? Here you go: Wilson said that the team is implementing dueling in the new year and has started work on a completely new form of PvP for the game. This new mode will focus more on objectives and "possibly even integrate PvE elements and rewards."

  • Insert Coin: Clang, a motion-controlled swordfighting game by no less than Neal Stephenson (video)

    by 
    Jon Fingas
    Jon Fingas
    06.10.2012

    In Insert Coin, we look at an exciting new tech project that requires funding before it can hit production. If you'd like to pitch a project, please send us a tip with "Insert Coin" as the subject line. We won't lie: this might be the ultimate Insert Coin. It's not often that you get the author of Snow Crash and Cryptonomicon asking for Kickstarter funding, after all. Neal Stephenson and Subutai Corporation are tired of swordfighting in video games being reduced to abstract button presses, and they want to produce both a video game and a control system that will replicate what it's really like to fight steel-to-steel, complete with pommel hits, blocks and distinct techniques. The initial game, Clang, will focus on two-handed longsword dueling with an "off-the-shelf" controller to get out the door quickly. In the long run, however, the plan is to work on custom controllers, and the project will involve an open framework known as MASE (Martial Arts System Embodiments) that will let anyone build their own fighting game. You could create a realistic Wushu simulator... or an extremely detailed Teenage Mutant Ninja Turtles beat-em-up. Any pledge will help the cause, but if you'd like a credit in the game or an actual copy, you'll want to spend a respective $10 or $25. The rewards escalate quickly after that: $50 and $75 pledges first give downloadable concept art and later a digital fighting manual, while $100, $150 and $250 donations will add a very real t-shirt, a hard copy of the manual, a signed poster with a patch and eventually a signed poster. Are you a high roller? Spending $500 or $1,000 adds a signed manual as well as either the first book or whole collection of the related The Mongoliad trilogy, plus (at the higher tier) invitations to Subutai parties in Seattle. Pledges at $5,000 will supply the actual concept art; at the peak $10,000, you'll get a real longsword, lunch with Subutai and a tour of the offices. If you're game in the literal sense of the word, you'll have until mid-day on July 9th to help Neal reach the lofty $500,000 funding target.

  • Wings Over Atreia's Aion 2.7 sneak-peek: Dev death match

    by 
    MJ Guthrie
    MJ Guthrie
    10.12.2011

    You all just better be grateful that NCsoft is working out the kinks by using me as a guinea pig so you can have a smooth launch! Even if by launch I only mean the PTS, which is set to go live today with Aion's newest patch. Yes folks, I -- your intrepid Wings Over Atreia correspondent -- was invited to a media sneak-peek to check out the Crucible 3 arenas coming very soon to a live server near you. Who am I to pass up a few practice runs through the new arenas before the rest of the masses? So I touch-down mid-week for some additional Atreian coverage. And come on, no one could pass up the chance to stealth up behind a dev and unleash a flurry of dagger blows into his/her back! Unfortunately, logistical and technical difficulties stretching for days plagued this endeavor. Yours truly was especially cursed. However, just when it seemed like the event wouldn't happen, there we were, standing in Kaisinel Academy in spiffy new duds and queued to enter what is arguably the highlight of 2.7: the PvP arenas. At this point, I forgave all previous problems because I got to commence some slaughter on a few NCsoft employees. What?!? You all know you want to! I tested my dagger and sword against Scott Hannus, producer of the game guide; two members of the game guide team, Sean Orlikowski and Ryan Compton; Adam Christensen, Associate Producer; Dom Wai, Brand Manager; and two members of the community management team, Felicia Johnson (Nyx) and Curtis Grooms (Anhtoo). Oh, and I learned some pretty neat things about the upcoming patch as well. So how was the experience? And just exactly how tasty are Aion's forthcoming goodies? Whet your appetite past the cut with my impressions of the two instances and the new PvP gear as well as check out a video. Then join in on the PTS server to experience for yourself.%Gallery-136333%

  • The Game Archaeologist uncovers Shadowbane: Your journeys

    by 
    Justin Olivetti
    Justin Olivetti
    08.16.2011

    Every time I tackle a new game for this column, I keep rediscovering a key truth: that there are the bare facts of an MMO that you can research and process, and there are the memories and experiences that transcend the features bullet points on the back of the box. It's always terrific to see players come out of the woodwork and say things like, "You know what really made this game special...?" Shadowbane is proving an interesting case study as well. Because it flew so very low on my personal radar during the entirety of its operation, I naturally assumed it wasn't that good for the few souls who did play it. It turns out that I was wrong, considering just how many testimonies we've had from people who admit that if you could get past the graphical limitations and technical issues, there was a helluva game experience waiting for you. So to follow up from last week's interview with a blogger, this week we're going to hear from Massively readers who took the time to send in their favorite memories of Shadowbane so that they could be preserved in the hallowed Game Archaeologist vaults. Let's do it!

  • Behind the Mask: Heroes vs. heroes

    by 
    Patrick Mackey
    Patrick Mackey
    08.11.2011

    Although I've referenced it a little bit here and there, I've directly avoided talking about PvP in Champions Online. It's a controversial topic -- probably moreso in CO than in most other MMOs. In Champions, there is a massive difference between a hero who is focused on PvP and one who is not. Characters who are well-optimized PvE machines tend to perform acceptably (especially in certain types of PvP). However, if a hero isn't as optimized, he or she tends to get steamrolled by the flavors of the month. Because most CO players are more casual players (in the sense that they don't plan builds and tend to pick powers that are "fun" or "cool"), they often get quite upset when they are defeated by an optimized PvP build. Most players I know tend to assume that the FoTM builds are unbeatable and that the only way to beat them is to join them. Experienced PvPers know that this just isn't the case. It is true that an optimized PvP build is a necessity, but the actual optimization can take on many forms. There are dozens of effective "win buttons" in Champions' PvP out of a couple hundred powers. Out of dozens of possible kill methods, picking one and supplementing it with logical choices and personal flavor is a snap.

  • The Game Archaeologist and the What Ifs: Ultima Worlds Online: Origin

    by 
    Justin Olivetti
    Justin Olivetti
    06.28.2011

    Two months ago, we heard a rumor (which has since gone quiet) that a new Ultima Online sequel might be in the oven in Electronic Art's kitchen. As with any rumor, it was important to take it with a grain of disbelief, although a pinch of hope seems appropriate in this case as well. After all, Ultima Online's been begging for a sequel ever since the hit MMO started facing stiff competition in the form of 3-D worlds like EverQuest and Asheron's Call. For some of us gamers, word of a UO sequel feels like deja vu, and rightly so. This wouldn't be the first time that EA embarked on a project to make a more modern Ultima Online, nor would it be the second time. Indeed, the saga of Ultima Online's canceled sequels is as torrid as it is steamy and lusty. Ignore the words in the previous sentence, as those are just to up the hits on search engines. In our continuing series on the "what ifs?" of axed MMOs, we're going to head into a two-parter full of savage truth, dangerous decisions, and full-frontal nerdery. Ladies and gentlemen, I present to you the saga of Ultima Online 2.

  • Industrial robots do Star Wars better than Lucas

    by 
    Terrence O'Brien
    Terrence O'Brien
    05.11.2011

    At the International Conference on Robotics and Automation in Shanghai, industrial robot company Yasakawa equipped a couple of its manufacturing machines with lightsabers and choreographed a violent ballet for them to perform. The resulting battle is more exhilarating than the duel at the end of Phantom Menace and the performances are less lifeless than those in Attack of the Clones. Best of all -- Lucas can't add 30 minutes of new CGI scenes and re-release the video below in 3D.

  • Wasteland Diaries: A year? Already?

    by 
    Edward Marshall
    Edward Marshall
    09.24.2010

    Has it been a year already? I guess it has been. Fallen Earth launched on September 22nd, the same day as Aion. But by launch day I was already working my way to Sector 3. I pre-ordered and got to start playing on the 9th. My performance at work suffered that first week as I tried to keep up with the power-levelers. Ultimately, I couldn't. But on launch day I was nearly level 30 and still, to this day, I couldn't tell you why I was rushing. I made it to the level cap of 45 a couple of weeks after the official launch. My next three trips through the wastes would be more slow-paced and lackadaisical. While Fallen Earth is still the same game, it has changed drastically since launch day. Drastic change can be good or bad, but in FE's case, it's all good. The game has gotten nothing but better. Sure, the developers have added some mediocre content, but overall the game has been improving by leaps and bounds. And there seems to be no end in sight for these improvements. Let's take a look back at Fallen Earth's transformation from buggy, beta-like MMO to a first-rate gaming experience. After the cut, I'll break it down by patches.