new-systems

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  • Perfect World International's New Horizons expansion launches December 18th

    by 
    MJ Guthrie
    MJ Guthrie
    12.12.2013

    Last month, Perfect World Entertainment unveiled the New Horizons expansion for Perfect World International and teased players with new screenshots of the upcoming content. Today, the studio announced that the expansion will hit servers on December 18th, so players will be able to experience the all-new Reawakening and War Avatar systems, new starting areas, zones, events, and more starting next week. Tony Liu, Product Manager at PWE, stated, "This is a massive refinement coming to PWI. With New Horizons, we're taking PWI to a new level of polish, bringing loads of new features, optimizing the experience, and continuing to provide one of the best free-to-play MMO experiences on the market." [Source: PWE press release]

  • Neverwinter's Shadowmantle launches with new class, zone, and more

    by 
    MJ Guthrie
    MJ Guthrie
    12.05.2013

    Neverwinter's latest content hit today as the Shadowmantle module launched, giving players a variety of new things to occupy their time, from places to go to people to be. Players can now embark on their adventures as a brand-new class, the Hunter Ranger, which is a mix of both ranged and melee abilities. For the level-60 crowd, there is also a new dungeon to dive into (Valindra's Tower), a new skirmish to participate in (Dread Legion), and a whole new region to explore (the Dread Ring). The over-level-21 crowd can get its hands on new artifacts thanks to new quests. Other updates included in this module are a collections system, active companion bonuses, more Paragon Path choices, a voting system to kick out party members, and more. A full-run down of all the changes, balances, and additions are available in the patch notes.

  • The Repopulation introduces new event systems in its August updates

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    09.02.2013

    One of the major design goals of The Repopulation is a sense of a world in motion, shaped by players but also influencing player actions. August's updates to the game included the implementation of the Area and World Event systems, facilitating just that sort of gameplay. According to the most recent development blog, these systems track what's going on in the world, direct players to unexpected happenings, and then start to chain new events based off of those metrics. There are also NPCs in place to direct players toward hotbeds of activity. The game's other mechanics have also received further tuning. Cities can now benefit from new happiness-increasing structures and more flexible placement options, combat values have been tweaked, and new engagements have been added for siege warfare. There is also a variety of bugfixes and general balance tweaks, which can be found in the full patch notes included with the development blog.

  • Age of Wushu's Legends of Mount Hua expansion launches

    by 
    MJ Guthrie
    MJ Guthrie
    08.08.2013

    Have you been eagerly awaiting the day you could dive into the new systems and features of Age of Wushu's first expansion, Legends of Mount Hua? Well, today's the day! Players are now able to get in and try their hands at the Youyun Sixteen Area Prefectures Battle Arena, a 40 vs 40 PvP battleground, and Yanmen Pass, an 18-man instance. Those with the urge to help out newer players will find the Martial Brothers system for mentoring helpful, while those who seek revenge on others will no doubt get use out of the Jianghu Gratitude and Revenge System. And the truly competitive of spirit can take part in the Mount Hua Competition. The new faction system and the Jianghu Heroic Playstyle and Treasure System will offer a variety of rewards. For a look at what's in store, check out the LoMH images in the gallery below and the official launch trailer after the break. [Source: Snail Games press release]%Gallery-195681%

  • Land and Hand: Crafting and gathering in Final Fantasy XIV's relaunch

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    02.21.2013

    When I was playing Final Fantasy XIV's pre-launch beta, it was gathering that made me realize I was in real trouble with this game. Normally I consider gathering to be a necessary evil, a part of the game that exists and only occasionally overlaps with what I like to do. But the first time I started chopping away as a Botanist, I knew that something special was going on here. Of course, gathering and crafting also needed an overhaul. The former was a frequently luck-based minigame that could be intensely frustrating to decipher with few skills that seemed to do much, and the latter was obtuse even if you ignore the fact that you didn't have a recipe book. So the relaunch had the unenviable task of reworking both systems while at the same time retaining what made them such a breath of fresh air. If you liked Final Fantasy XIV's crafting or gathering before, I'm happy to say you still will -- and odds are good you'll like both even more because the new systems in place are solid improvements of what came before.

  • Vendetta Online pushes its Kickstarter program with new videos

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    01.29.2013

    Kickstarter isn't just being used by studios trying to get a new MMO off the ground. In the case of Vendetta Online, it's being used to fund something that the game otherwise simply wouldn't have. After nearly a decade of continual operation, the sandbox title wants to expand beyond desktop computers (it already has clients for Linux, Macintosh, and Windows, not to mention an Android client) by porting over to the iPad while launching a major graphical upgrade. Not convinced? The founder of Guild Software, John Bergman, has taken the time to outline some of what the small team wants to do with the added funding for development. First he discusses the dynamic warfare systems with full-on RTS elements, and next he discusses how new graphics will improve the game overall rather than just making it prettier. The campaign's modest $100,000 goal is already a quarter of the way to completion as of this writing, so if this seems like it'd be right up your alley, it's well worth a closer look.

  • Champions Online previews the upcoming vehicle system

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    11.05.2012

    Being able to fly is all well and good, but why fly through the skies unaided when you could sit safely inside the chassis of a heavily armored warplane? That's the idea behind the new vehicle system coming to Champions Online later this week, which will offer players a variety of new rides and ways to enhance those same rides. After all, you deserve to give your legs a rest. Or your arms. Or whatever muscle you flex to fly with no visible means of propulsion. The vehicle system will start off by offering players just two choices -- jets and hovertanks -- but more will be available in the future. Each vehicle chassis offers a certain set of base stats, which can be further improved by slotting in vehicle equipment from the new vehicle missions. Players can also apply a variety of skins to each vehicle chassis, ensuring that you can make the ride feel unique even around your friends with a similar machine.

  • The Lawbringer: Autonomous systems deal with customer service problems

    by 
    Mathew McCurley
    Mathew McCurley
    04.27.2012

    Pop law abounds in The Lawbringer, your weekly dose of WoW, the law, video games and the MMO genre. Mathew McCurley takes you through the world running parallel to the games we love and enjoy, full of rules, regulations, and esoteroic topics that slip through the cracks. At the beginning of March, Blizzard laid off 600 positions from the company in many departments, many of which came from the customer service and community side of the company. The official response and reasoning for the layoffs is internal restructuring of much of the way World of Warcraft's customer support is handled. Restructuring could mean a lot of things, after all, so the vagueness of what was happening threw people off. I surmised that one of the reasons for the sudden downsizing of customer support had to do with the development of new, better, and more automated tools that perform many of the mundane repair or restore jobs customer service was previously responsible for. Staffed for a new subscription number and armed with a more stable infrastructure, account recovery tools, and now the automatic item restore feature, the Blizzard customer service team was able to shed personnel and keep expected services active.

  • Champions Online alerts players to a new trailer

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    04.16.2012

    If you haven't played the content in the latest Champions Online update, you haven't been playing the game. After all, the update launched last Friday. But maybe you're a free player and you're still on the fence about whether or not the game is worth playing with all of the system overhauls and new mechanics. In the hopes of targeting that critical but indecisive user base, the development team has put together a new trailer for the On Alert update. All right, so perhaps a trailer isn't the best place to show off detailed mechanical shifts in depth unless you really enjoy watching math. But it still shows off a bit of the new group challenges and the new Alert system, and the update's information hub can fill you in on the more numerical shifts. Check out the trailer just past the break, and if it sparks your interest, you can log into the game and start playing with the new systems now.

  • Ask Massively: These are not Firefall beta impressions edition

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    04.12.2012

    So near as I can tell from my limited time in the beta thus far, Firefall is a game in which you play a character with remarkably poor conceptions about the function of armor, especially if your character is a girl. I log in, jump around with a pair of rocket boots, and shoot things, and then my computer crashes for some reason after about 20 straight minutes of playing, so I haven't formed many other opinions. The parts I've played have been pretty satisfying, though. But as this week's headline for Ask Massively explains, these are not actually beta impressions. Instead, this is a column covering a couple of the weird issues with our new comment system, something that I have absolutely no doubt will come up again later. If you'd like to have a question answered in a future installment of the column, send it along to ask@massively.com or leave it in the comments below. Questions may be edited slightly for clarity and/or brevity.

  • RIFT introducing some big PvP buffs in patch 1.7

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    01.30.2012

    Maybe you've been a fan of PvP in RIFT from day one. Or perhaps you eschewed it due to the slow rate of rewards and the awkwardness of needing PvP souls to make any real headway. The good news is that the game's upcoming patch 1.7 is taking aim at a variety of PvP issues, starting with a change to the Prestige Rank system. The new system will offer 40 ranks instead of the previous eight; while the time to reach the cap will remain identical, you'll gain new ranks and rewards more frequently, making the overall experience smoother. PvP souls are being outright abolished, with the abilities rolling into the new Attunement Path of War that works just like other Planar Attunements. There's also the addition of the "mercenary" option for queueing, allowing players to fight with the other faction during PvP matches in order to ensure a balanced and full group. All of this combines with across-the-board item improvements to ensure that following the patch release, taking part in PvP should be quite a bit more fun.

  • DC Universe Online giving players a little more R&D

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    01.04.2012

    There's nothing like a little crafting to spice up a game. In the wake of what appears by all accounts to be a successful free-to-play transition, DC Universe Online is giving players a new way to enjoy a little crafting in the form of the Research & Development system. A preview of the system has just arrived, showing off how to get started as well as what can be uncovered by patient research. Once a character hits level 10, he or she can begin to gather Exobits, which can in turn be forged together into Exobytes at R&D stations. Using plans either found in the world or bought from specialized vendors players can then combine Exobytes into equipment mods or consumables, both of which can help boost players beyond their current levels of power. The system is set to debut along with the other features of Game Update 8, so there's only a little more time until players can get their hands on the materials and see what develops.

  • Newest Star Trek Online blog details upcoming event system

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    10.16.2011

    One of the major elements of the shows that Star Trek Online follows is one that assures there's always something happening. No ships are just idly floating about waiting for another urgent mission. That's where the new events system detailed in the latest Path to F2P blog comes in. It's a dynamic set of events and missions for players to take part in for a limited time, ranging from pure combat encounters to more social challenges among cadets and civilians. As the blog outlines, players will be given access to a calendar showing the in-game events planned for the next 48 hours, with other special events popping up and leaving on a less regular schedule. Players can queue up to take part in these events as they become available, giving an alternate path to the extant missions and episodes. It's a fairly involved system overall, and it's the sort of thing that could help convey a sense of a dynamic universe.

  • Captain's Log: Testing out the future

    by 
    Brandon Felczer
    Brandon Felczer
    10.06.2011

    Captain's Log, Stardate 65264.3... Hello, computer (and players)! As you have must have seen by now, open beta testing of Star Trek Online's new F2P model is well underway; the developers have been posting dev diaries about the impending changes for the last couple of days. Because testers on the Tribble test server were required to start new characters, and because character transfers will not be an option for at least a few weeks, many players have begun a mad dash to level up their test characters in order to test out some of the retooled endgame content. Since testing, especially in this manner, can be confusing, I have decided to dedicate this week's Captain's Log to those who are willing to take on the challenge. Past the jump, you will find a checklist of sorts that you can use while testing (or, ultimately, playing) the new content and updates. I suggest reading each section and then checking it out in-game. While some recommendations may seem less interesting than others, I suggest you give each a fair shot so you can provide feedback on what can make the game better. Ensign, warp 10! Let's give our dedicated Tribbleites some structure to their testing time...

  • Newest Star Trek Online blog entry outlines the Duty Officer system

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    10.02.2011

    One of the issues that Star Trek Online has always faced when emulating its source material is the simple issue of size. Players take the role of a captain overseeing an entire ship, crewed with numerous people, a ship that in the television series would be filled with actors and recurring faces. But in gameplay, that sense has always been a bit more difficult to convey... and it's an element being addressed with the new Duty Officer system. In the latest entry in the Path to F2P blog, Geoff Tuffli outlines the goals and overall thrust of the Duty Officer system. Players will receive Duty Officers as rewards in a variety of ways, including spending time in the academy for each respective faction. The officers can be placed in departments, sent on assignments, or otherwise managed by players in order to receive the greatest amount of benefit from the support staff. It's a feature that's long been promised by the development team, and as the game moves toward a hybrid business model, it looks to finally be moving to release.

  • Patch 1.19 bringing leve reset changes for Final Fantasy XIV

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    09.09.2011

    The reset timer for leves has long been a point of contention for Final Fantasy XIV players, with the 36-hour interval feeling rather stifling at the best of times. But that system is being changed, and while there will still be limitations on how many leves a player can have at one time, the restrictions will be greatly lessened. The new system has just been outlined on the official site, with a new 12-hour timer for resets being just the tip of the metaphorical iceberg. At each 12-hour reset, players will be given an opportunity to acquire four new leves, with up to 99 total allowances stacking. These resets are shared across all leve types, ensuring that players will always have full access to content of an appropriate level for whatever classes they care to level. There's also a new evaluation system in place that allows players to acquire new leves based on recent history, replacing the old evaluation system with the promise of further content enhancements. While 1.19 doesn't yet have a release date on the table, most players will likely be excited enough by the promise of an easier and more straightforward system for leveling any chosen discipline.

  • Wasteland Diaries: The old vs. the new

    by 
    Edward Marshall
    Edward Marshall
    09.02.2011

    When it was first introduced, the new combat system seemed pretty awkward and cumbersome. As with all new game systems, you just have to get used to it. Luckily, due to the extreme familiarity I have with Fallen Earth, I adapted fairly quickly. But I didn't like it much at first. It was too healer-centric in PvP, and it was nearly impossible to die in PvE with such a large health pool and awesome self-heals. Instead of grinning and bearing it, I complained and hoped for a fix. It got fixed, and though it's not perfect, it's pretty close. In this post, I will take a look at the new system and how it differs from the old one, now that I've had some time to think it over. I'm still not sure whether I like it better than the old system yet, but it's growing on me. There's a lot of stuff that I miss from the old system and a lot of stuff I'll never miss. Knockdown and stuns are two of those things. A lot of players were worried that the new combat system would take ages to tweak, but it seems like it's pretty close to the mark already. A few minor adjustments might be needed, but it's already close to a finished product from what I see. After the cut, I'll tell you why I think that.

  • Materia system detailed for Final Fantasy XIV

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.26.2011

    Characters always wind up acquiring old and beloved pieces of equipment, ranging from a valuable dropped weapon to just a particularly nicely itemized ring. But with time, equipment grows obsolete or just no longer serves your needs. Normally, that means a trip to the nearest vendor, but Final Fantasy XIV is introducing a new system that turns your old gear into boosts for your new gear. The Materia system is coming with patch 1.19, and a detailed preview has been added to the official site. When the patch goes live, all equipment will have a "Spiritbond" value that rises from zero to 100% as you make use of the item. Once the value is at 100%, the item can be converted to materia that is subsequently attached to a new item, giving enhanced values to the new item. The system makes full use of combat, gathering, and crafting professions, and from the looks of the overview it will enable all three to make some significant gains in power.

  • Final Fantasy XIV launches patch 1.18

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    07.21.2011

    Final Fantasy XIV players have been waiting for patch 1.18 to drop for quite some time, but the wait is finally over. Players can finally access the variety of updates and improvements that the newest patch has promised, including a large overhaul to the combat system that ushers in auto-attack functionality and the addition of the new Grand Companies. While the former is just the first step toward making a more thorough overhaul of the game's combat engine, the latter will give players rank 22 and up new missions to participate in while attempting to safeguard Eorzea. Other improvements include a streamlining of the enmity system complete with in-game warnings, improvements to repair functionality, and a general streamlining and adjustment of the guildleve system. All told, it's quite a large change to the existing elements of the game, something that Final Fantasy XIV players will no doubt want to devote a fair chunk of time to exploring.

  • Patch 1.17a giving players of Final Fantasy XIV a new task

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    04.25.2011

    Patch 1.17 went live just a scant 10 days ago, but Final Fantasy XIV is already advancing the game further with the new patch 1.17a. Releasing today during a maintenance session slated to last until 8 p.m. EDT, the patch is adding more than just new notifications for party formation and another round of additional sidequests. As it happens, this patch is stealthily adding a new set of objectives that can be completed daily, tasks for the various guilds throughout Eorzea that govern all of the game's many disciplines. Players will be able to pick up tasks from the message boards found in the Adventurer's Guild within each city. Each player can complete one task per guild per day, which will award skill points as well as other rewards. Since the tasks are limited to only one per guild, players taking part in a number of different disciplines will no doubt find themselves awash in options for new content to undertake after the Final Fantasy XIV client has finished applying the newest patch.