endless-trial

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  • The Perfect Ten: Amazing amateur MMO cosplay

    by 
    Justin Olivetti
    Justin Olivetti
    07.05.2012

    I find the whole cosplay subculture at conventions to be both foreign and fascinating. On one hand, I deeply admire the dedication and time it takes to put together a complex outfit and then spend all day wearing this custom-made sweatsuit. On the other hand, it does tend to bring out some folks' narcissism and unnecessary cleavage. While many facets of geek and video game culture are adequately represented by those crazy cosplayers, I don't see as much when it comes to MMORPGs. Was it truly underrepresented, I wondered, or have I just never looked? Consider the following 10 costumes the result of an afternoon or two combing through so much amateur cosplay that it vastly exceeded the recommended amount as set by the American Medical Association. I'm glad to make the sacrifice for you, and besides, you just know those doctors are the ones in these outfits, anyway. (Please note that if you're looking for more skin than skill, this will not be the list for you!)

  • The Daily Grind: What's the difference between an MMO trial and F2P?

    by 
    Bree Royce
    Bree Royce
    06.30.2012

    Back in olden times when I sampled my first MMO trial, free game try-outs were short affairs. You'd usually get to play for a week, and then you were done unless you subscribed (or forgot to strike your credit card info). But modern MMOs are abandoning time-limited trials with increasing frequency. Games like Warhammer Online, World of Warcraft, RIFT, and now Star Wars: The Old Republic all allow gamers to play indefinitely -- but only up to a certain level. The "endless trial" model has led to some debate among the Massively staffers as we try to suss out what, exactly, sets an endless trial apart from any other F2P game and how we ought to refer to these sorts of titles on the whole. It'd be easy to say the restricted level cap is the red flag, but if we latch on to that definition, then any free-to-play title with a level cap locked behind a paid expansion -- like Lord of the Rings Online -- could itself be deemed an endless trial, albeit one with a very high (but not max) level cap for free players. Chime in on our debate. What do you think represents the key difference between an MMO that's F2P and an MMO that merely features an endless trial? Is it level caps or content or something else entirely? Or is there not really any difference at all? 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!

  • MMO Blender: Eliot's self-made legend

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    06.29.2012

    I like games that make your characters feel legendary, but sometimes I think they've gotten the whole formula wrong. The problem is that the only thing important about your character is what he or she has done, not what he or she is. World of Warcraft has a lot of quests and raids that seem to imply your character is a big deal, but how big a deal can you really be if you're learning all of your tricks at the local trainer? What about a game where your personal history has as much to do with your future development as anything else? A game where your accomplishments aren't just backstory but an integral part of your character's abilities? A game where every new encounter is a chance for your character to learn something unique? I'd love to see a game where your accomplishments are not a list of things that you've killed but a clear litany of skills learned and scars accumulated -- a game where the path to power isn't necessarily clearly marked.

  • Leaderboard: Achievements vs. collections

    by 
    Justin Olivetti
    Justin Olivetti
    06.25.2012

    Some may call them busy work or a fool's errand, but others delight in the additional fluff systems in MMOs that encourage us to take the path less traveled. Two of these systems, achievements and collections, stand out in my mind as the premier ways of encouraging us to game a bit differently. Achievements are ubiquitous at this point, from World of Warcraft to Warhammer Online (and that's just the Ws). Despite usually not offering anything more substantial than a pat on the back and a few numbers for your number collections, they have proved to be an incredibly popular motivator to going outside of your daily routine. Collections are somewhat more tangible: in-game objects that are often hidden for you to seek out, find, and collect all of them for the cool prize on the back of the box. That may be Cheerios, too. Anyway, titles like EverQuest II and RIFT enjoy sending players out on these scavenger hunts, and it momentarily takes our minds off the presence of death and slaughter that permeates everything. So if you had to pick one of these systems as the better motivation to get you out of your comfort zone and try new things, which would it be: achievements or collections?

  • The Daily Grind: If a game's gotta merge servers, how should it go down?

    by 
    Bree Royce
    Bree Royce
    06.09.2012

    Server merges are the destiny of the majority of MMOs with servers, be they games with tiny populations or games that still number in the millions. After all, funneling MMO populations is no easy task, and a game with lengthy queues one month might suffer a shortage of players the next. Studios know that the term "server merge" can be seen as a herald of doom, so modern devs have taken to using terminology like "trial servers" and "free transfers," letting players move of their own free will rather than dumping them unceremoniously on some other realm with some other name. Even if you know that merges are going to be good for the health of the game in the long run, the way a merge is conducted can still tarnish your affection for the title. Let's assume your game of choice plans to announce server merges of one flavor or another tomorrow. What's the best way the team can go about making it happen? 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!

  • Warhammer Online rolls out patch 1.4.6 with major RvR changes

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    06.04.2012

    Warhammer Online isn't a strict PvP game, but the energy of RvR is one of the major draws that keeps players interested. That means a lot of balancing to maintain interest and avoid unfair matchups. The latest patch, 1.4.6, is aimed at revising several mechanics to do just that, keeping players on an even footing in Scenarios and open PvP encounters. And it's all being accomplished by switching the focus away from character level and to renown rank. From now on, rather than being divided by character level, scenarios will be divided into brackets based on renown, with players in any given bracket boosted to the same level to keep challenges fair. Other major changes come in the Campaign mechanics, which will now allow players to take down Keep doors with siege engines other than rams and will also allow players below renown rank 80 to benefit from additional level bolstering in Tier 4. Before you go to WAR, you might want to take a look at the full patch notes to digest all the particulars.

  • Warhammer's 1.4.6 patch brings RvR and scenario changes

    by 
    Jef Reahard
    Jef Reahard
    05.18.2012

    There's a new patch on Warhammer's public test server. The 1.4.6 update is designed to tweak both realm vs. realm and scenario PvP. In terms of RvR, one of the biggest changes is the shift from multiple city invasion instances to a single instance. The instance will support 60 players from each realm -- 120 total. "Once that number is reached, no further reinforcements will be allowed," according to the update notes on the WAR website. Scenario brackets are also being altered. Whereas the old system grouped players into tiers based on character level, the new mechanic uses both levels and renown rank. Players from level one to 15 go into bracket one, while players of renown ranks zero to 69 and 70 to 100 go into brackets two and three, respectively. [Edit: Clarified 120 total players in the instance]

  • The Perfect Ten: Free-to-play holdouts

    by 
    Justin Olivetti
    Justin Olivetti
    04.19.2012

    In the increasingly diminishing field of subscription-only MMOs, two distinct camps have formed. There is the Old Guard that has its established playerbase and is simply not interested in jumping on board the F2P train, and then there are the New Kids on the Block (which would make an excellent band name, by the way), who argue that their premium features and AAA content warrant a subscription in the F2P age. A few years ago, doing a list of the final few F2P holdouts would have been a ridiculous proposition, but now it's actually difficult to get to 10 of these. Each company has a different reason that it hasn't given these games more flexible payment options (FPO should replace F2P; pass it on!), and while some have addressed this publicly, others say nothing and leave us to speculate on it. For today's Perfect Ten, we're going to look at the 10 biggest current F2P holdouts in the industry and muse about what's going on behind the scenes. Will this list be impossible to do in a few years or will subscription-only titles come back in a big way? Hey, I don't predict things; I just make lists.

  • Warhammer Online is cross-promoting with Wrath of Heroes

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    04.18.2012

    Are you the sort of player who just can't get enough of Warhammer Online, whether in classic form or the new Wrath of Heroes bite-sized version? Or are you a fan of the latter game and not sure if you want to keep up a subscription to the former? The latest cross-promotional deal for the games is aimed directly at players like that -- starting now, any players with active Warhammer Online subscriptions will receive a 50% bonus to gold and experience in Wrath of Heroes. There's no complicated process to getting the bonus; if you have both accounts on the same EA/Origin account, your characters will reap the benefits, although it may take up to 24 hours for the system to line up if you've just started a subscription. The bonus also stacks with items from the Wrath of Heroes store, letting veterans of Warhammer Online get ahead in the new game.

  • Choose My Adventure: Dark Age of Camelot, week five

    by 
    Justin Olivetti
    Justin Olivetti
    04.11.2012

    As I headed into my final week of playing Dark Age of Camelot, I found myself thinking about Warhammer Online more often than not. That shouldn't be surprising, really, as both games were made by Mythic and share a focus on RvR. I suppose it's because I finally hit a point in the game when DAoC started to emulate experiences I had in WAR, and thus a comparison between the two began to unfold. While I'm sure plenty of folks who played DAoC went on to WAR, I'm curious whether there are many like me who went through the games in the reverse order. I may not be a veteran DAoC player after a few weeks in the game, but I certainly have a mountain of experience in WAR, and it intrigues me to be able to identify the connections between the two. So as I plundered the battlefields of DAoC this week, I started to examine the game through the lens of a WAR vet to see whether I could spot the traits each game had in common and which traits each game handled better than the other.

  • Choose My Adventure: Dark Age of Camelot, week three

    by 
    Justin Olivetti
    Justin Olivetti
    03.28.2012

    Frustrating and boring: These are two words that don't bode well for any MMO, and yet that's exactly what my Dark Age of Camelot experience this past week was. Now, granted there's always an adjustment period with new MMOs, and I like to think of myself as a fairly patient person. I know that sometimes it might be a matter of minutes or understanding to flip "frustration" into "joy" and "boring" into "addictive," which is why it's good to stick games out until you're sure that the issue isn't with you playing the game wrong or being ignorant of what makes it work. That said, if I wasn't covering DAoC for this column but was just trying it out for myself, I certainly would not have subscribed after finishing the 14-day trial. New player journey or no, I found more aggravation than fun this past week and kept wondering to myself, "When does it start to get good? Where's all that great stuff players are telling me about? And as a Troll, how much lotion do I need to get my skin feeling silky soft?"

  • Choose My Adventure: Dark Age of Camelot, week two

    by 
    Justin Olivetti
    Justin Olivetti
    03.21.2012

    Some of you probably know that I first got into the blogging scene with my Warhammer Online blog Waaagh! Back then in early 2008, I was a veritable Mythic and PvP newbie, and I spent a good portion of the lead-up to the game's release reading up on Dark Age of Camelot. I figured that, after all, WAR would be built on the foundation of DAoC. In a way, it both was and wasn't. The one thing I never did was actually play DAoC. Older MMOs can be quite intimidating; they have deep-rooted communities and tomes of updates and history, and they were more rough around the edges. Rough in their cores, too, if we're being honest. So the intimidation factor kept me away until this past week, when Massively readers sent me on a quest to Camelot for the first time in my life. Last week readers voted on the character I was to roll. An impressive 82% of you said to check out the realm vs. realm ruleset and roll a a Midgard (43.2%) beastly (40.8%) hybrid (43.3%) character. After reading some of the recommendations in the comments, I ended up making a female Troll Skald on a traditional server. She may be lumpy and bulky, but I took a shine to her right away.

  • Another one bites the dust: Warhammer Online shuts down another server

    by 
    Matt Daniel
    Matt Daniel
    03.19.2012

    Another round of server merges are coming to Warhammer Online, and this time it's Drakenwald's metaphorical head on the proverbial chopping block. As of tomorrow, March 20th, Drakenwald will be marked as a Legacy server, which will prevent players from creating new characters there. In the meantime, the players who currently populate the server will be able to move to either Karak Norn or Badlands. After three weeks in Legacy status, Drakenwald will be officially retired and any characters remaining on the server will have to be transferred before they can be played. WAR players should know the routine by now, but if you need a refresher, the details can be found on the game's official site.

  • 'RIFT Lite' announced, makes first 20 levels free to all [Updated]

    by 
    Bree Royce
    Bree Royce
    02.01.2012

    Trion Worlds has just announced that its fantasy MMO RIFT, which released to wide acclaim just 11 months ago, will today launch an introductory version of the game known as RIFT Lite. Similar to Warhammer Online's Endless Trial and World of Warcraft's Starter Edition, RIFT Lite will allow "anyone with a Trion account to experience the game's first 20 levels at no cost and with no playtime restrictions." Players will be able to access the capital cities as well as Terminus, Mathosia, Freemarch, and Silverwood, all the way up to level 20 and on any server, for the low, low cost of zero dollars. In the press release, RIFT Executive Producer Scott Hartsman, who told fans last November that Trion had "absolutely no plans whatsoever" to turn RIFT F2P, stated that his company believes "a Lite edition with no time limit is the best way for players to see what an amazing experience RIFT continues to be." Diet RIFT launches today in conjunction with the latest patch, Carnival of the Ascended, which brings player weddings, dungeon overhauls, and PvP tweaks to Telara. [Update: The official RIFT Lite website has now gone live.]

  • New interview talks Warhammer Online and Wrath of Heroes synergy

    by 
    Jef Reahard
    Jef Reahard
    11.23.2011

    Warhammer Online fans can be forgiven if they took to scratching their heads in puzzlement as BioWare-Mythic announced the Wrath of Heroes MOBA at last summer's Gamescom convention. After all, here was a new fantasy title that was brazen enough to borrow the IP and arguably the best gameplay mechanic (scenarios) from an existing MMO that's still alive and kicking. The distinction between the two games is up for discussion in a new Warhammer Online interview at Stratics. "There is no direct link currently between your WAR and WOH characters. That being said, we plan on giving WAR subscribers benefits in WOH," explains producer James Casey. "We are also looking at other ways to connect them and have the benefits go both ways." The interview also touches on the next WAR update (currently slated for the PTS next month), as well as the fact that the devs are considering a level-cap increase on the game's endless trial offering.

  • Ryzom to go freemium on March 9th

    by 
    Beau Hindman
    Beau Hindman
    03.03.2011

    If you've played Ryzom before, it probably left a very unique taste in your mouth. Even after several years you would be hard-pressed to find an MMO that has such unique features as a weather system that actually affects gameplay, migrating mobs with predator/prey relationships, a skill-based system that allows players to explore many different activities, mounts and pack creatures that can actually be killed in the line of duty, and such a rich landscape, primed for roleplay! Ryzom is easily one of the favorite games of some of the staff at Massively. For a while, the game featured a trial island on which players could achieve a fraction of the 250 max levels in the game, but that option was put to a time limit. After March 9th, however, it looks like new players will be able to not only leave the trial island but reach a max level of 125 -- after which all experience stops. Also, a player can continue to enjoy the game like this forever -- for free. It's essentially a unlimited free trial option, and it firmly places Ryzom in the freemium category. Don't forget, though, that the game continues to depend on subscriptions to make money, so feel free to use that option to unlock the entire game. While there are still many questions, keep an eye on Massively or head to the official site to check it out. The discussion has already started on the official forums!

  • Waging WAR: Inside patch 1.4

    by 
    Greg Waller
    Greg Waller
    11.20.2010

    The Verminous Horde game update aka patch 1.4 for Warhammer Online: Age of Reckoning is pretty much old news by now. Despite that, Greg takes a look at some of the highlights from the patch as well as the RvR Packs in this week's Waging WAR. Wow! What a patch! There are so many new little tidbits, toys and tweaks in this patch that it's really sort of hard to describe them all in the space of a single issue of Waging WAR. On top of all the free content in the patch itself, there are also the progression and personality packs available on the EAStore ($10ea/$15combo). In fact, there is so much new content in WAR right now, it's going to take quite a bit of time for us to exhaust it all and start complaining about stagnation again. Follow along after the break as I talk about some of the highlights from the patch.

  • BioWare Mythic takes over Warhammer Online in Europe

    by 
    David Hinkle
    David Hinkle
    07.08.2010

    Previously, the operation of Warhammer Online: Age of Reckoning in Europe was handled by GOA, a division of France Telecom. Today, EA has announced that BioWare Mythic, the developer behind WAR, will now take over "publishing, operating and subscription service rights" in the region. During the transition, BioWare Mythic will shut down the European servers for 48 to 72 hours as it works to bring the new servers online. To celebrate the transition, existing and former players will all receive 14 days of free play, while new players will gain the option of installing an Endless Trial mode, which gives players the option to enjoy the trial version of the game for as long as they like. You can check it out for yourself here.

  • Waging WAR: Elitist alliances and RvR

    by 
    Greg Waller
    Greg Waller
    05.29.2010

    No matter where you go in the MMO-verse, rivalries are bound to happen, and Warhammer Online: Age of Reckoning is no different. In most cases, these rifts are the exception and not the norm; whether they manifest as a heated argument in scenarios, or a realm-wide feud between established guilds or alliances, there's always going to be some sort of drama. This week, Waging WAR takes a look at how the exception to the rule can affect the game as a whole. A few days ago I was playing on one of my Tier 2 alts running around with an open warband in the Shadowlands. We were taking some keeps and battlefield objectives for renown and influence, since the Tier 2 High Elf elite influence item is well worth the effort. As it turns out, a few of my guildmates were also leveling in the same warband. We ran into a keep defense at Spite's Reach that we weren't really prepared for, but we managed to muster a decent siege in short order. The hot oil started pouring and some area-of-effect magic started to blanket the warband on the ground as we pounded on the door. One of the players in my guild, a dedicated veteran (though not an officer), refused to heal someone else in the warband. I asked him why and he told me that it was because the person was in another specific guild, with no real reason beyond that simple fact.

  • Interview sheds more light on Warhammer Online's trial

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    11.22.2009

    Times have been somewhat erratic for Warhammer Online, but most everyone can agree that the switch to an endless free trial was a positive move for the game. It's almost transparent how the change came almost immediately following the changes made in patch 1.3.2 to streamline the starting experience, but it's a wise move all around and makes the game more accessible than ever before on both levels. Producer Josh Drescher recently sat down with the Zam network to talk a little more about the rationale behind the change, as well as the limitations on the experience. As Drescher points out, one of the major limits toward any sort of time-limited trial is that many players feel pressured for form an opinion in a very constrained timeframe. For more casual players, it can be almost impossible. The new move makes it both easier for players to take their time, and easier for players to try it, hibernate, and then try some of the new features as they come out. For more of the specifics, as well as a rather oblique non-answer to the question of Warhammer Online's future in light of recent layoffs, take a look at the full interview.