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  • The Anvil of Crom: Blood, glory, and some Deathwish impressions

    by 
    Jef Reahard
    Jef Reahard
    07.10.2011

    Oy, Funcom, you're absolutely killing me here. Last week I had a column written prior to a guess-what-we're-launching-Unchained-today announcement. This week I was typing away on a review of some of the new instance content that showed up alongside the F2P update when the hey-Blood-and-Glory-launches-tomorrow bomb dropped. A veritable mad scramble ensued here at The Anvil of Crom offices, and as the piles of wadded up loose-leaf and discarded notes fluttered about, I was left wondering when my previous two pieces were going to see the light of day. If I sound somewhat perturbed, I'm not really, as this is a fantastic spot for any game columnist -- or Age of Conan fan -- to occupy. There's a lot of new content and not enough time to write about it; really we should all be so lucky. Sooo, that's my lengthy way of saying won't you join me after the cut for some initial impressions of hardcore PvP, AoC-style.

  • Free for All: So how DO they make their money?

    by 
    Beau Hindman
    Beau Hindman
    05.04.2011

    Each and every article I write will have at least a few comments from different points of view on the subject of free-to-play profits and cash-shop uses. Once again my wonderfully unique position as a writer for a large gaming website gives me some general insight into the mind of today's modern MMO gamer -- at least the type of gamer who comes to Massively for his information. As with any group, there are a lot of myths that are passed around, as well as many truths. Figuring out which is which takes time. I decided to continue with this fascinating look at payment models by gathering even more information. Already I have collected some of my favorite comments from many of you for possible future use in a column, but I love asking questions for you to answer. This week I thought it would be fun to examine some of the different "truths" about free-to-play that get passed around. For example: How do free-to-play publishers make their money? Do most free-to-play players really pay more than a typical subscription price? Do free-to-play games sell power? Click past the cut and let's look into some of these items.

  • Terrible twos? A look at Darkfall on its second anniversary

    by 
    Jef Reahard
    Jef Reahard
    02.25.2011

    It's hard to believe that two years have passed in the lands of Agon, but passed they have, and Darkfall is celebrating its second anniversary this week. Aventurine's FFA PvP sandbox title has turned out to be one of the more resilient MMORPGs in recent memory, surviving a disastrous launch and a lingering (and undeserved) reputation as a haven for parolees, sociopaths, and griefers. It's also managed to grow its dev team, release three expansions, and carve out a respectable niche for itself in an increasingly competitive massive industry. What's the secret to the game's success? Can Aventurine become the next CCP and ride the coattails of a non-linear MMORPG to indie greatness? Is Darkfall, purportedly the hardest of the hardcore PvP games, really a fantastic PvE sandbox in disguise? Join us after the cut for some thoughts on these topics as well as a peek at the highlights from Darkfall's first two years.

  • Darkfall alignment changes incoming

    by 
    Jef Reahard
    Jef Reahard
    02.21.2011

    Alignment in Darkfall has long been a sore spot for the game's devoted playerbase. Aventurine's original implementation allowed for players to farm one another at will and basically offered no real penalty for doing so. According to a new activity report on the Darkfall Epic Blog, all that is about to change. Aventurine's Tasos Flambouras states that "alignment changes are going in. Enough with killing other players, this won't improve your alignment any more." So just how does a bad Agonian man (or Mahirim) lose that negative alignment? The devs are implementing a new mechanic centered around Chaos Churches where players can "repent their negative alignment away." Said churches are located in the game's neutral cities (i.e., those not aligned with any of the title's warring races). The activity report doesn't go into a whole lot of detail, but Tasos does indicate that there will be a spotlight feature dedicated to the new mechanic in the near future. Aside from alignment, this week's report also hints at fishing-related modifications, specifically those made to player ships to allow for scalable catches based on the safety of the waters, as well as additional protection against attacks from player swimmers. Finally, there's a bit more info about meditation tweaks and a mention of increased drop rates for books, scrolls, and attribute consumables.

  • The Soapbox: Sandboxes and the cop-out of FFA PvP

    by 
    Bree Royce
    Bree Royce
    01.04.2011

    Disclaimer: The Soapbox column is entirely the opinion of this week's writer and does not necessarily reflect the views of Massively as a whole. If you're afraid of opinions other than your own, you might want to skip this column. Last week, our own Jef Reahard mounted the Massively Soapbox with an article titled Sandboxes and the fear of FFA PvP. In it, he argued that open PvP was a natural and necessary part of any solid sandbox MMO. He also made waves by suggesting that FFA PvP is crucial to the roleplaying experience and that roleplayers should really face their "fears" and give it a try. I'm a sandbox gamer and a PvPer at heart. I played the early years of Ultima Online and lived the adrenaline rush of full and brutal PvP and thievery. Dark Age of Camelot's RvR sucked up another year of my life. Star Wars Galaxies remains my sandbox of choice, and I've braved a World of Warcraft PvP server since launch. I know this territory very well. I'll knock it, because I have more than tried it -- in several tasty flavors. And even though I'm an unabashed Jef-fangirl, I think there are a few debatable issues with his article. Hit the jump for some good old-fashioned counterpoints!

  • Massively Exclusive: Earthrise's Atanas Atanasov on PvE, banking, chat, and more

    by 
    Jef Reahard
    Jef Reahard
    10.12.2010

    Earthrise is a title shrouded in a certain amount of mystery. Massively began covering the game way back in January of 2008, and since then, the information flow from Bulgaria-based Masthead Studios has alternated between a vacuum and a trickle. Recently, thanks to a wave of interviews and screenshot releases, interest in the game has started to simmer, and comparisons to older sandboxes like Star Wars Galaxies are commonly heard. Masthead boss Atanas Atanasov was kind enough to grant us our second interview exclusive in as many months, answering several of our burning questions. Join us after the cut as we talk about everything from the game's friendliness towards PvEers, to skill progression clarification, to universal banking and more. Also be sure and check out the latest pair of Earthrise screenshots in the gallery below. They feature two new creature types: the burzun (one of Enterra's top predators) and the leapers (ape-like mutant pack-hunters who love to ambush their prey). %Gallery-48760%

  • The Daily Grind: How do you like your PvP?

    by 
    Jef Reahard
    Jef Reahard
    08.05.2010

    Ah, PvP. Personally I kinda hate it, even on those rare occasions when I manage to emerge victorious. In small doses it's OK, but usually it consists of getting face-rolled by a player who knows the game systems much better than I do. That said, minigame PvP is quite enjoyable, particularly Age of Conan's variety, as well as the scenarios in Warhammer Online. For a carebear like me, the only way to make PvP even semi-palatable is to grant control over when and if it happens. Sure, we may still lose and provide a good belly-laugh to the seasoned killers who view us as their game content, but at least they're not barging in on an otherwise productive session of questing, crafting, or exploring. What about you, Massively readers? Do you prefer your PvP in spurts such as minigame instances or battlegrounds, or do you like the open-world FFA option common in games like Darkfall and Mortal Online?

  • Breakfast topic: Urge to kill, rising....

    by 
    Elizabeth Wachowski
    Elizabeth Wachowski
    05.10.2007

    Just like PVE to PVP transfers and gnome priests, the idea of a free-for-all PVP server keeps popping up on the forums long after Blizzard has said no. Apparently people really, really want to kill players of their own faction. That, at least, I can understand -- while the opposite faction can kill and camp you, players of your own faction are the only ones that can harass you, hit on you, report you, cause guild drama, and generally be annoying prats. But a lot of players who say they want a FFA server note that they'd also like to wage war on their own NPCs. It seems there's some deep-seated grudges between questers and questgivers. Night elves seem to really hate Archdruid Staghelm in Darnassus, Hordelings want to take out Magatha Grimtotem, and more than a few players on both sides have serious issues with the Naaru. (Yes, technically you can attack the Naaru, but only if you really hate your reputation.) Especially me. If I could get 24 other people to ruin their reputation, I'd burn down those tinkling Christmas tree ornaments so fast ... In addition to the Naaru, I'd also like to knock some sense into Zul'jin. Player character trolls have cleared out the Echo Isles innumerable times, and Zul'jin just sits there in Orgrimmar, playing backgammon with Thrall's advisors. He needs to get up and get building a new troll city down there, with forts in trees and neat stuff. Are we to be parasites of the orcs forever? Would you roll on a free-for-all server? Are there any characters -- both players and NPCs -- that you'd kill if you could?