public-quests

Latest

  • Neverwinter's heroic encounters bring dynamic events to Icewind Dale

    by 
    Justin Olivetti
    Justin Olivetti
    05.12.2014

    Neverwinter's Module 3 is on track to release tomorrow, and with it arrives a new type of quest for the game: heroic encounters. Cryptic put up an overview of heroic encounters today, calling these quests "challenging" and "exciting." They sound an awful lot like other MMO's dynamic events, as these variable-sized public quests will spawn on the landscape with different types of tasks. Some of the encounters will require more than one party to complete, and the biggest ones for each map will begin only about every 90 minutes. Rewards from heroic encounters include profession assets, Black Ice, weapons, and consumables.

  • New Asta beta videos show off questing, races, and world events

    by 
    MJ Guthrie
    MJ Guthrie
    01.28.2013

    The Asian-themed Asta: The War of Tears and Winds is currently in its first round of closed beta testing, and Steparu has posted a review of the upcoming title along with a number of gameplay videos. Although there are a number of playable races and classes to choose from, some classes can only be played by certain races, which start in their own specific areas. The game features the standard tab-targeting combat, with either point and click or WASD movement commands. For leveling, Asta offers a variety of quests, from collecting to killing to running errands; it even boasts open live event quests with multiple phases. Check out the landscapes and underwater aspects of questing around a port town in the clip after the cut. Then, for even more videos on the open world events and character creation for various races, head on over to Steparu.com.

  • Reminiscing about Warhammer Online with Mark Jacobs

    by 
    Justin Olivetti
    Justin Olivetti
    01.23.2013

    When it comes to the 2008 phenomenon of Warhammer Online and the story of its rise and fall, there's one obvious source for the full dish: Mark Jacobs. The former big kahuna of Mythic Entertainment is now CEO of City State Entertainment, and while Jacobs is no longer in the WAR business, he's still passionate about making games and talking about his past experiences. We sat down with Jacobs to look at WAR and what he thought went right and wrong with the title. Even today, many gamers are passionately divided on the game's build-up to release and design decisions. Some lay the blame at Jacobs' doorstep, while others admire the passion and vision of this MMO creator. So what does Jacobs have to say when put to the question about WAR's outcome? Find out in this exclusive interview!

  • From warhorses to hobby horses: A ride through LotRO's Rohan

    by 
    MJ Guthrie
    MJ Guthrie
    09.30.2012

    I have to admit, every bit of news for Lord of the Rings Online: Riders of Rohan that has come out has been a little stab in my heart. Is the news that bad? On the contrary, it is too good! But because of my notorious uber-casual gaming style, I had little hope of seeing the content anytime before the 2016 presidential elections; stalled in my low 60s, I am ineligible to participate in LotRO's upcoming content. Suddenly, all of my time spent wandering the beauty of Middle-earth, playing music, visiting player-run events, and participating in festivals seemed a less-than-ideal way to spend my time. But then fate intervened: I received an invitation to get a first-hand look at Riders of Rohan with a tour guided by Senior Designer Joe Barry and Senior Producer Aaron Campbell. Knowing that participating would be a double-edged sword (getting a taste only to know I couldn't have more), I still jumped at the chance. I'll just deal with the disappointment later, I thought. For a brief time, I got to immerse myself in Rohan and get a look at what awaits players when the expansion launches on October 15th. And between rebuilding an entire town, hobby horse races, and riding warsteeds, I am psyched-up to actually level and take part in all that RoR will offer.%Gallery-158706%

  • Warhammer Online: Three years later

    by 
    Justin Olivetti
    Justin Olivetti
    09.18.2011

    To this day, I don't know what quite came over me when I decided to throw my chips into the blogging scene to cover Warhammer Online, eight months before the game launched. Like many of you, I had been a long-time reader of MMO blogs, but I was intimidated at trying my hand at joining in, perhaps elevating these writers to the status of legendary wordsmiths who penned unequaled prose in our lifetimes. Or I just didn't want to be one of a thousand World of Warcraft bloggers who dominated the scene. Just a thought. In any case, it was a terrific decision to do so on my part. I found that I had a passion not only for MMOs but for talking about them, and I loved connecting with other writers and readers and players, which happens with blogging. I've been asked from time to time if I regret picking Warhammer Online as the game that I latched onto for a couple of years, and I always say no -- no regrets. The game was fun, but the coverage was an unparalleled rollercoaster of anticipation, hype, fun, speculation, promise, disappointment, and above all, ideas. Wonderful, flawed, captivating ideas. I haven't touched WAR since 2010, so perhaps I'm not the best source for the latest and greatest in the game. But what I do have to offer is a humble blogger's perspective on what went right, what went wrong, and why I'm ultimately happy that WAR came into being and is chugging along on today, its third anniversary.

  • Warhammer Online Patch 1.4.4 goes live this afternoon

    by 
    Jef Reahard
    Jef Reahard
    09.13.2011

    Warhammer Online's latest patch is here, and it's just in time for the fantasy title's third anniversary week. Well, technically the 1.4.4 patch isn't here yet, as the servers are still down and scheduled to rez at approximately 1:30 p.m. EDT today. The new patch introduces the Wild Hunt live event, which allows players the chance to "test their skills tracking and slaying fierce animals, collecting sacred pelts, and sighting the elusive White Stag." There's also an opportunity to earn event influence and participate in the Curse of Kurnous public quest. Mythic has also tweaked the RvR keep defense mechanics, introduced new vanity pet packs, and shifted the scenario lineup. Finally, you can vote for the next batch of scenarios via the Dev Discussions forum on the official WAR website.

  • Enter at Your Own Rift: Are rifts in danger of collapsing?

    by 
    Justin Olivetti
    Justin Olivetti
    07.13.2011

    Like many of you, I've been exploring RIFT's Waves of Madness event over the past couple of weeks -- and enjoying it, too. You can really see how Trion Worlds has taken some of the lessons learned from River of Souls and improved its second world event. There just seems like more to do, much more in terms of atmosphere (I love the dripping ceilings in Sanctum), I'm not feeling as rushed, and the event story is coming through loud and clear. One of the interesting things I've noticed is that the event's daily quests have subtly shifted our focus from single-player activities to group ones. In phase one, it was all about boring solo quests: find hidden invaders, collect eggs, defeat a few underwater baddies. But just when we started to get used to (and bored from) the routine, the successive phases have moved us toward the game's dynamic content. Namely, rifts, rifts and more rifts. I think this is brilliant, because we're now given a solid reason why we should participate in rifts above the mere rewards. I've been worried that Trion's letting its focus on dynamic content slip as it's been rushing to get other game features and endgame raids out the door, and RIFT without people playing rifts would be sadly ironic. Today we're going to look at just how much RIFT depends on its titular feature, and what Trion should be doing to ensure that it doesn't become another nice yet abandoned idea.

  • EVE Evolved: Casual gameplay and public groups

    by 
    Brendan Drain
    Brendan Drain
    05.29.2011

    I've always held a belief that EVE Online isn't really at its best until I get into a good group. A lot of the most fun gameplay I've experienced over the years has been in a small group of strangers, friends or people who would soon become my friends. The year I spent in faction warfare and the two years I spent on wormhole expeditions with friends were incredibly good times that I look back on fondly. I've even found that the parts of EVE that aren't specifically intended for groups, such as exploration, mission-running, and trading, are a lot more enjoyable if I take a few friends along for the ride. There's no doubt in my mind that EVE is primarily a group game. Two weeks ago, I talked about how EVE is more of a giant social sandbox than a game and that it's EVE's social nature that really motivates people to keep playing in the long-term. The remarkable ability of social communities in MMOs to self-organise when faced with challenges could be a massive asset to EVE's development if used well. When faction warfare was first released, for example, players rapidly organised themselves into fleets. People who had never met each other, many with no PvP experience at all, were soon practicing core fleet maneuvers together as a cohesive unit and facing off against hostile fleets. With nothing but a war declaration, some cosmic anomalies, and a few medals, EVE turned thousands of newbies into four terrifying fighting forces. That is something I'd definitely like to see repeated. In this week's opinion-filled EVE Evolved, I delve into the world of casual gameplay and ask whether new public group activities could dramatically broaden EVE's appeal and keep gameplay fresh.

  • 'Living, breathing world': Martin Kerstein expounds on Guild Wars 2's dynamic events

    by 
    Justin Olivetti
    Justin Olivetti
    05.18.2011

    We've heard the promises: No more grind. No more quests. A truly dynamic world. But can Guild Wars 2 truly live up to these lofty ideals, or will it come crashing down on us like so many other MMO promises in the past? Speaking with Rock, Paper, Shotgun, ArenaNet's Martin Kerstein says that no, this is the real deal -- Guild Wars 2 will feature a "living, breathing world" unlike anything we've seen to date: "What we try to do with Guild Wars 2 anyway is to break a lot of the existing conventions, like by getting rid of quests and basically totally focusing on dynamic events. So you just run through the world and happen on stuff, and that stuff has an impact on the world... The good thing is those events run even if there are no players involved -- if there are no players, the enemy will take over and you'll have to get it back before you can actually do anything. That's why it feels more organic and breathing." Shattering conventions is a favorite pastime at ArenaNet, as the company has made a public declaration that it is not afraid to go against the MMO flow. In the interview, Kerstein also addresses the cycle of dynamic events, World of Warcraft's subscriber decline ("It's an older game as well -- some people are maybe just tired," he said), and Warhammer Online's flawed Public Quest system.

  • The Daily Grind: Does Vanguard's diplomacy system deserve another shot?

    by 
    Justin Olivetti
    Justin Olivetti
    05.12.2011

    While I've never played Vanguard, I'll admit that I've always been fascinated by the game's diplomacy system. It was rather ambitious at the time it was first announced, as the devs boasted about how they were creating a whole new "sphere" of play by turning dialogues between you and NPCs into a deep, involved minigame. Some people loved it -- and still do -- while others ignored it entirely. In any case, Vanguard's well-known struggles to stay afloat have kept the larger MMO community from experiencing the diplomacy system, which I feel is a shame. I've always hoped that other MMO devs would take this idea and run with it, creating a "next generation" version that would work well in contemporary games, sort of how Warhammer Online's public questing was picked up and revised for games that would follow (just as WAR picked it up from Ultima Online). So my question to you today is, does Vanguard's diplomacy system deserve another shot? Should MMO devs take a closer look at the typically skimpy interactions between characters and NPCs to see if they can be improved? Or should this system best be left alone? 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!

  • The Tattered Notebook: SmokeJumper talks GU60

    by 
    Karen Bryan
    Karen Bryan
    05.09.2011

    The past week has certainly been difficult, both for Sony Online Entertainment and EverQuest II fans. The attack and the downtime has certainly been on players' minds as they wonder when the game will go live again and how much of their personal information was compromised. But while these seem like dark days for EQII, there will be lots to look forward to in-game once things are back to normal. A few weeks ago, Senior Producer Dave "SmokeJumper" Georgeson took time to answer some questions for Massively about Game Update 60, The Children of War. And he met again for a roundtable interview just before news of the attack on SOE broke. Read on for highlights of the interview and a look at what's on the horizon once services are restored.

  • The Tattered Notebook: Game improvements and a fundraiser for Japan

    by 
    Karen Bryan
    Karen Bryan
    03.21.2011

    With the past week filled with PAX East and then an avalanche of PAX write-ups, I felt myself playing a bit of catch-up in EverQuest II. The playerbase is well into Velious content, so we're starting to hear lots of feedback and see lots of fine-tuning. With two updates this past week and Game Update 60 right around the corner, it's time to do a little spot check on what's going on in EverQuest II. Read on for a closer look at changes to public quests, primal velium shards, and a new daily shard quest. Also, find out how you can help with Japan disaster relief through a new in-game fundraiser.

  • The Tattered Notebook: Week one in Velious

    by 
    Karen Bryan
    Karen Bryan
    02.28.2011

    It's been a very busy week since EverQuest II's Destiny of Velious launched! Despite a few server issues, the launch seemed to go smoothly, and there were plenty of players running around in otter illusion form by the end of the first day. I happily welcomed the return of the Kael Giants, the Coldain Dwarves, and even the Tizmak! After battling the void for so long, I found them to be a refreshing change. In this first week, I set out to raise and train my flying griffon mount and began to tackle the new content. Read on for highlights of my past week, including public quests, my stubborn baby griffon, and a mysterious guide quest involving Kael Drakkel.

  • The Tattered Notebook: What will Velious bring?

    by 
    Karen Bryan
    Karen Bryan
    02.21.2011

    It's been a long wait, but tomorrow, EverQuest II players will finally get to explore the frozen continent of Velious. Longtime players, including me, worried that the expansion would not pay tribute to the features that made the original Scars of Velious so popular. The official site isn't very reassuring, either, as it's dominated by announcements of appearance gear and marketing promotions. Veteran players are left feeling like the Wendy's lady, pointedly asking, "Where's the beef?" With the arrival of launch day, what will the Destiny of Velious expansion bring to players? Is there more to this expansion than flying mounts and cute othmir illusions? Read on to see what players might expect to see.

  • Enter At Your Own Rift: Dispelling the WoWhammer myth

    by 
    Karen Bryan
    Karen Bryan
    02.09.2011

    If you've participated in RIFT's beta events at all, you're probably wishing you had a nickel for every time you heard a player claim that RIFT is just like World of Warcraft or Warhammer Online -- WAR because of the comparison of rifts to public quests, and WoW mainly because it's the gold standard of MMOs today. Last week, my colleague Justin gave a great argument as to why the familiar isn't necessarily a bad thing. But while RIFT does have several familiar features, it manages in several ways to set itself apart from the pack. This week, I'm going to tackle the argument that RIFT is just like WoW and Warhammer Online. Join me for a look at what makes this game stand out from the crowd, and see why it's time to dispel the WoWhammer myth.

  • The Tattered Notebook: More on flying mounts, public quests, and prestige homes

    by 
    Karen Bryan
    Karen Bryan
    02.07.2011

    SOE has been slowly getting new information out about Destiny of Velious. As part of an ongoing promotion to showcase the upcoming expansion, Senior Producer Dave "SmokeJumper" Georgeson and Greg "Rothgar" Spence took part in the second installment of the Destiny of Velious webcast. They took the opportunity to elaborate on topics from the first show and also revealed some exciting new features. In this week's Tattered Notebook, we'll look at the highlights of last Friday's webcast. Read on to hear more about flying mounts, prestige housing, and public quests.

  • The Tattered Notebook: Highlights from the Destiny of Velious webcast

    by 
    Karen Bryan
    Karen Bryan
    01.31.2011

    With Destiny of Velious just around the corner, the team at SOE has announced a webcast schedule to provide details about the upcoming expansion and answer player questions. The first one was this past Friday and was attended by Senior Producer Dave "SmokeJumper" Georgeson and Siliam "Silius" Grant, whom Vanguard fans might recognize. While the show was brief, the duo did touch on many different areas -- from itemization to raids and even to the addition of new public quests. Read on for highlights from the first Velious question-and-answer session.

  • Massively's hands-on with Rift: Planes of Telara's dynamic content

    by 
    Bree Royce
    Bree Royce
    08.18.2010

    Just a few weeks ago, I was invited to attend Trion Worlds' Gamer's Day in San Francisco to get some hands-on time with a couple of the company's upcoming titles, including Rift: Planes of Telara. If Rift seems to have come out of nowhere, that might be due both to the acquisition of EverQuest II veteran Scott Hartsman to head the project as executive producer, and to a clever name change meant to reflect the team's shift in development focus. In fact, that shift in development focus is precisely what I was at Trion's studio to test -- I got to check out the Rifts themselves in all their glory, in the context of the greater dynamic content system that the developers are so excited about. Massively's writers have been able to play and report on character creation and the starting areas of Rift several times over the last year or so, including earlier this summer at E3. But until today's embargo lift (coinciding with the reveal at Gamescom), no one had quite seen the fabled planar invasions and takeovers in action. Now we have.

  • Final Fantasy XI walks the Walk of Echoes

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    06.15.2010

    Amidst all the changes coming with the June version update for Final Fantasy XI, players will finally be able to explore some of the Walk of Echoes. One of the most iconic and surreal parts of the Wings of the Goddess expansion, this region has only been visited in cutscenes up until now. This would be welcome in and of itself, but the implementation of the area is unique, a mixture of special battlefields and the Campaign battles. To start, players must be at least level 70 and have progressed to the "Cait Sith" mission in Wings of the Goddess. A moogle takes on the role of your transport to the timeless region, wherein adventurers will find several portals to battlefields. Once within a battlefield, players will be subject to a time limit to face off against several enemies, with no limitations on new players entering the battlefield and engaging the monsters. The loot system is poised to work similarly to Warhammer Online's Public Quests, with all participants having a shot at rewards and the highest contributors getting bonuses. Final Fantasy XI players only have a couple days left before they can take part in the new content, but there's still time to familiarize yourself with this strange new region.

  • Waging WAR: Revisiting the new player experience

    by 
    Greg Waller
    Greg Waller
    06.12.2010

    Waging WAR moves a step backward this week to take a fresh look at the Warhammer Online: Age of Reckoning new player experience. Greg gives us his take on what he thinks we can expect from the Endless Trial or a Re-enlistment subscription with a new character. He takes us through his experience over a few casual days of play and tells us about the leveling process, scenarios, RvR, twinking and more. Lately, I have spent quite a bit of my time on my rank 40/70 Archmage, focusing on emblem collection and participating in the newly formatted Tier 4 city sieges. Earlier this week, as I considered topics for this weekend's column, I realized that it had been a while since I had experienced the low-level content. Conveniently enough, I was just starting to suffer a bit from healer's burn-out (thanklessly healing day after day can wear a person down), and decided I would take a break and tool around on a lowbie for some fresh kicks and giggles.