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  • Estiah: Text-based MMO adventures?

    by 
    Shawn Schuster
    Shawn Schuster
    06.06.2008

    Who needs pesky graphics and immersively realistic environments anyway? Estiah is a new browser-based MMO that is completely free and approaches the usual online gaming experience from a bit of an "old school meets new school" angle with the fact that it is mostly a text-based adventure. Aside from the battle animations which take on a card game feel, and the world map, the rest of the game is strictly text-based.Now you may be wondering why we would cover something like this here at Massively, but let's take a look at just a few of the game elements to determine how massively multiplayer it really is. PvP: Check! Battle other players in your daily traveling adventures, or head out to the arena looking for a fight. There's even an achievement ladder. Auction House: Check! You can travel between cities to buy and sell goods to other players. Raid Grouping: Check! You can actually join up with your friends to take on dungeon raids for that very best loot.

  • Horse goes homicidal in Age of Conan

    by 
    James Egan
    James Egan
    06.05.2008

    Funcom went to some lengths to make Age of Conan's horses seem realistic. The game's mounted combat system even makes it possible to use a horse as a weapon. But despite all the thought they put into this aspect of the game, Funcom probably didn't predict that a rather devious AoC player could use his horse to take out opponents as depicted in this video. Check it out to see an entirely new type of mounted combat, and learn why you should never stand behind a horse. Via WanderingGoblin

  • Massively goes to WAR: Is there any PvE in Warhammer's endgame?

    by 
    Michael Zenke
    Michael Zenke
    06.05.2008

    Even at planned events, like our visit to EA Mythic last week, sometimes the most interesting conversations are those that happen naturally. We were in between two presentations last week, waiting for the next Warhammer Online walkthrough and informational talk, and had an unexpected lull. We used the opportunity to essentially ask the question that reader muub put to us way back in the middle of last week.Muub asked, "How much did they work on the PVE aspect of the game? Are there just a couple of end game dungeons to appease the crowd or is it more in depth? Do they have any endgame raid dungeons?" The answer to those questions, we can now safely say, are: "A lot, it's more in-depth, and yes." Assuming that you want slightly more detailed answers than that, go ahead and read below the cut for our brief discussion on Warhammer Online's PvE endgame with Producer Jeff Skalski and Press Relations' Juli Cummins.%Gallery-24013%

  • Going back to EQ or EQ2 but -- which server?

    by 
    Brenda Holloway
    Brenda Holloway
    06.05.2008

    SOE's new Living Legacy event seeks to lure people back to their two main EverQuest games (EverQuest Online Adventures for the PS2 and EverQuest Macintosh Edition get no love here) by using shiny new armors and abilities and super-fast leveling. Both EverQuest and EverQuest II have changed in so many fundamental ways in recent years that SOE really wants you to come back and try the games again.Which server to play, though? Both games have many servers. Nothing like World of Warcraft's hundreds, but enough so that its not immediately obvious which one to choose. SOE has prepared a couple of pages that briefly list the servers and tell you what the odd letters next to their names mean, but in this article, we're going to try to examine servers a little more deeply, so that you can create your character knowing the sorts of people you'll find. More details -- LOTS more -- after the break.

  • Massively interviews JGE producer Hermann Peterscheck

    by 
    Chris Chester
    Chris Chester
    06.05.2008

    Ever since ION 2008, the fine folks at NetDevil have been slightly more forthcoming with details from their sci fi opus-in-development, Jumpgate Evolution. First there was the interview that writer Keith Baker did about the game's three factions, filling us in one some of the background lore that's being plugged into the game. More recently, they did an interview on the more technical aspects of the game's development. Not wanting to miss out on the action, we caught up with Jumpgate Evolution producer Hermann Peterscheck, who, as you might recall, is awesome.Check below the cut for some insights into NetDevil's perception of the recent mergers in the MMO industry, their approach to integrating PvP and PvE into the same game, and some information about Jumpgate's capital ships.

  • Massively interviews JGE producer Hermann Peterscheck - Part two

    by 
    Chris Chester
    Chris Chester
    06.05.2008

    We read recently that you were against the idea of separate servers for players who want to PvP and players who want to PvE. How do you plan to allow the two groups co-exist and still fulfill both groups' desired play-style? I'm actually not opposed to that at all. I think it depends on what kind of game you have. The issue of PvP versus PvE is a hotly contested issue in the core gamer circles and the game development industry. Outside of that, it's not nearly as hot a topic. It's like every other almost religious debate, like capital punishment or abortion or whatever. You're never going to convince people that are believers in one versus the other that the other is correct. If I hate PvP, you're never going to convince me that it's a good thing. You have to build the game in such a way that you acknowledge that both of those positions are valid and that you give both sides something to do. That being said, the way you implement it into your game is largely dependent on the kind of game you want to make. So if you look at a game like World of Warcraft, which is a largely kill-collect, progress-based game, you see the Battlegrounds and Arenas and stuff like that. They've acknowledged that both are important. The way I see it working in a game like Jumpgate is that the large PvP space battles are largely going to be done by the people who represent a large minority of players. Maybe something like twenty percent. They're going to log in every day and want to engage in massive battles. Those people are being fed by the player-run economy, which is being contributed to by another minority of players. And the rest of the people are in the middle, and are probably going to mostly hang out in the safe areas. Every once in a while though, they'll venture out and see what PvP is all about. You basically just divide the space. This area of space is safe, this area of space is not safe. But you have to make sure that there is opportunity for fun on both sides. If you make a sort of situation where the first 30 levels are PvE and the second 30 levels are PvP, you're going to make everybody hate you. The PvE players are going to quit at level 30, and the PvP players are going to wonder why they have to grind through all this crap to get to the fun part. "I'd love to have something like the hardcore servers in Diablo where you lose everything if you get killed." So by bifurcating the experience, we tell players, 'Go PvP, and you'll get X rewards. Go PvE and your rewards are Y.' There's no bias towards one or the other and you can easily flip between the two. That's kind of how I imagine Jumpgate being. That said, I'd love to have something like the hardcore servers in Diablo where you lose everything if you get killed. So I love the idea of having a server where everything is open PvP, and you can kill anybody at any time, and that's it. We'll see how that pans out, but that's how I imagine the Jumpgate universe working in regard to that. How does that translate to an end-game. Obviously, PvP players can just continue with their huge battles, what would be the PvE equivalent of that? That's already reasonably well-established. PvP would be something similar to Battlegrounds, where you have instanced PvP and also open, epic PvP between organizations. And then on the PvE side you have things like really, really tough creatures that you have to band together with a bunch of people and there's limited access to. Those are the things that give you the best rewards in the game. Personally, I like both. I like engaging in big battles against other players and I also like cooperative battles operating with others people against some giant boss that nobody's every taken out before. So we try and do both of those things. We've read on your forums that you're knocking around the idea of including capital ships, how big are these battles going to get? We've been knocking the idea of capital ships around for a while. It's sort of the consequence of the way that we approach iterative development. If you think about space fiction, one of the things that always comes to mind is blowing up the Death Star, basically, or the equivalent in other fiction. It's the huge base that a bunch of people take out. So we've had this idea for a space station. And there's all these reasons why we thought we wouldn't be able to do it. We didn't have time, maybe it's something that we can do after release, but it kept coming up. So we decided that we have to look at this. So we actually made a battlestation. And it turns out that fighting a huge battlestation with a bunch of people is really really fun. The natural progression of that is to have some sort of large ship that flies around . My expectation at this point is that they won't be player-flyable. One of the problems we had is that since Jumpgate is a skill-based game and if you have this giant battleship that you're flying and you have turrets on it -- now you have to balance it against you and your ship with aiming. It's tricky. We've thought about things like having other players man the turrets and then one person is the pilot, which games like Battlefield have done, so there's a possibility for that. But for now, when we're talking about battleships, on the PvP side they would be largely AI controlled and player-friendly and on the other side, they'd be either giant things you attack or things that fly with you when you attack. You as a pilot would still be controlling your personal ship. That being said, it's really cool to fly around and get that sort of Battlestar Galactica thing going. You see the huge ship that's sort of hulking along, around it are the little Corvettes that are a little bit faster, and then around that are the sort of quick-moving individual craft. We want to create that sort of experience. How do you take something like mining for minerals or hauling cargo and make that as fun as a giant space battle? I don't know, I think it just sort of works out. I spend many hours in EVE just mining. In fact, right now I'm trying to get my isk bars because I want to do that. So I'm happy to spend lots and lots of time just mining, learning how that system works, and just making money in doing that kind of stuff. They have this other kind of stuff there that drives the economy . So it's a different kind of economy. The way we've implemented mining, for example, is to make it a sort of Easter Egg hunt. You're flying around amongst the asteroids, looking for that rare thing. And then you go and find it and it's like a slot machine, and you mine at it and it might drop something rare. Then you can go sell it and make a certain amount of money, and there's an anticipation and reward for that in the same way that there's a reward for taking out a new tough enemy that you've never taken out. I think it's all about giving people a path to achieve something. And you can do that with any number of different verticals -- you can do the same thing with crafting, which we call manufacturing. It's all about putting in time and effort to make progress, and getting rewarded for that is fun. To me the whole point is that different people like to do different stuff, and those same people like to do many different things instead of just one. I think many successful MMOs have alternative activities that you can do so you don't get bored. As fun as it might be to just blow something up, after you do it two hundred times, you might want to do something else too. Going back to the PvP, we've heard Jumpgate described as a skill-based game. How much is skill going to weigh in relative to the amount of time invested in player versus player engagements? We're somewhere between World of Warcraft and Quake. In WoW, equipment arguably matters more than skill (although this tends to change as you get further and further into the arenas), but if you look at a game like Quake, equipment is irrelevant because everybody has access to all the weapons. So we're somewhere in between there. A rank 1 guy coming in with beginning equipment whose the best pilot in the game is unlikely to take out the guy in the most powerful battleship and the best equipment. Our game, however, gives a much larger range where you can participate in PvP. So whereas in WoW if I'm level 65 and you're level 68 and have much better equipment, it's unlikely I'll be able to beat you. But in our game, that's not the case. If you're a much better pilot, you'll probably take me out, even if I'm in better equipment. It's that sort of subtly that I have to balance. So we have to be careful balancing that. Of course, it's very unlikely that somebody whose played the game for hundreds of hours and has accumulates a bunch of equipment is not to be a better pilot within the rules of the game than somebody who just logs in one day. So it's likely that the people who spend the most time will be the most skilled AND have the best equipment. Positioning yourselves as a skill-based game, do you plan to use client-side hit detection or server-side? We're similar to first-person shooters, where we have to trust the client to some degree, but we have a check on the server to make sure that people aren't cheating. In a game that's more turn-based, you can do something where you say you want to hit, and the server says, "OK, now you're swinging" and plays the animation. We can't do that. We have to verify and authenticate and trust more than a lot of MMOs do. But it's really no different than games like Quake and Counterstrike, and those kind of games have. You just have to solve for the cheating using the game style that you have. Anybody that's developed an MMO before knows that a certain percentage of your resources goes to the eternal battle against people trying to cheat. Every game has it, and it runs the gambit. It's hacking the client, it's trying to break into the servers, it's contacting customers and trying to steal their accounts, it's hacking memory, it's exploiting weaknesses in the system. I can't think of any MMO that doesn't have a constant war between their tech people and groups of people that are trying to exploit the game. The funny thing is that most of the people trying to exploit the game aren't doing it for any other reason than it's a challenge for them to do so. Without giving away too much, we have to be clever in a way that corresponds to the style of game we have, expecting of course that it'll be an on-going scenario. Maybe it's too early for you to talk about, but have you decided on a subscription model for Jumpgate? Will it show up on the shelves at Gamestop, or will you use digital delivery or what? It is too early to say, yes. That doesn't pose much hope for this question, but we'll ask anyway. How close are we to the closed beta? Let me put it this way, I want to release a game as soon as I possibly can, which means I want a beta as soon as I possibly can. However, I won't do it until it's necessary. The way I see it, you should go into beta when internally you can't make decisions about where your game is without it. Not just to prove some point. A lot of MMOs go into beta way too early, because they have some schedule that says, 'OK, beta here.' I think what happens when you do that is that, you have these players who are really excited about your game, and we have lots of these kinds of people. And then you release them a pile of crap doesn't work and then they say, 'Hey, why did you give us a pile of crap that barely works?' and they tear you apart. Then you close the beta, go back into development, and work on something else, and maybe it's better, but you've already burned all those people. So yeah, people ask that question all the time, and I think a lot of the time they think I'm being coy or something, but I really don't know. It's not tomorrow! And there's some period of time where I know it's not, but I don't know, because game development is a tricky thing. You don't really know when a game is going to be fun, you don't know what thing is going to make it work, and you also don't really know what major probably could be lurking just around the corner. So to know more than a few weeks or months in advance for something like a beta is just guess-work. You can beta when you're ready or beta before you're ready, but that doesn't change when it's ready. I guess the simplest answer is: as soon as we can.Thanks Hermann, we appreciate it.No problem.

  • Empyrean Age details revealed in EVE developer chat

    by 
    James Egan
    James Egan
    06.03.2008

    MMORPG.com invited a few of the EVE Online staff from CCP Games to participate in a live developer chat this past Sunday. MMORPG.com was kind enough to provide a complete log of the chat, which was hosted by their own Community Manager, Laura 'Taera' Genender. Among the EVE Online devs present were CCP Greyscale (game designer/factional warfare), CCP Ginger (ISD manager/storyline), t0nyG (lead writer), and CCP Wrangler (community manager). The developer chat was primarily focused on the changes that The Empyrean Age and its factional warfare will bring, but the CCP staff addressed a number of other issues and concerns as well:

  • Are you on the path?

    by 
    Seraphina Brennan
    Seraphina Brennan
    06.02.2008

    One factor that keeps MMORPGs running is the desire for progression. Every player who sets foot in any subscription-based game can eventually see the will of the developers creating systems that will make you dedicated time and energy to their game.Yet, the one thing that no one seems to take notice of is the way we get sucked into keep playing. Sometimes isn't not about the difficulty of the challenge itself, but the path it takes to get to there. Everyone sees the physical difficulty of doing a raid, and everyone knows that the developers make it difficult to complete a raid so you keep playing longer, but very few can see the will of the developers resonating in the path it takes to get to the challenge.Rohan at Blessing of Kings, however, locked onto that path in his latest post, entitled "Being on the Path".

  • All Points Bulletin: Can drop-in PvP succeed in the MMO space?

    by 
    James Egan
    James Egan
    05.31.2008

    All Points Bulletin is one of those games that fans of Grand Theft Auto have been wanting for years. Merely saying 'want' cannot convey the unbridled desire that a number of people have expressed for an urban crime game where you're not completely isolated from other players. There is a certain person on the Massively team -- blown away by GTA: San Andreas years ago -- who would go to sleep with whispered prayers in the dark, that his deviant rampages could be shared online with his equally deviant friends around the world, day or night. The allure of this type of game is strong, but equally strong is the likelihood of an overdose on pure chaos. One imagines a map full of amped up Criminals in desperate need of Ritalin, taking to the streets with RPG's and flattening traffic jams in backward-firing tanks, countered by a legion of overzealous Enforcers dispensing 'justice' with reckless abandon. Therein lies the problem: Part of what makes GTA so successful is that as Tommy Vercetti, or C.J. (or any of the other questionable protagonists a player becomes in the legacy title), there's no one else out there who's as badass as you. But what happens when mobs of Criminals or Enforcers of your caliber are turned loose in the city? What if they're even worse than you are? Welcome to the blender.

  • Dark Age of Camelot developer chat

    by 
    Brenda Holloway
    Brenda Holloway
    05.29.2008

    The Dark Age of Camelot developers would like a word with you. Want to ask about the proposed OF (Old Frontier) server? Concerned about falling subscription numbers? Want to know what Mythic is doing for people who really liked the old PvE content? Hate open regional chat? This is your chance to give the developers your input, and to find out what they have to say about things.Since they want to accommodate everyone, they will be having two chats. The first is set for June 4th, 2008, between 6:30 and 7:30 PM, US Easterm Time. The second follows on June 5th, between 6:30 and 7:30 US Pacific Time. Producer Chris Rabideau and Community Coordinator Joanne Laroche will be on hand for both chats. Community Director Robert Mull and perhaps some other devs will also be attending on the first night. You'll need an IRC client of some sort to take part. The IRC server is irc.gamesurge.net, and the channel is #ignvault. If you're at all interested in the current and future plans for Mythic's venerable Realm-vs-Realm (RvR) game, you owe it to yourself to attend.

  • Rogue Signal: Where can CONCORD hear you scream?

    by 
    Phillip Manning
    Phillip Manning
    05.26.2008

    When crusty old EVE Online vets give advice, sometimes the simplest questions are the ones that go unanswered, not because we don't know how to respond, but because they're not often asked, and cover things so blindingly obvious to us that we have forgotten that there was ever a point that we didn't know. This article covers one such instance. One of the uncertainties that plagues a lot of new EVE players is never quite knowing where you're safe. Often, when a shivering noob sticks his or her head out into the Rookie Help channel, or into their noob-corp chat, and asks where they are safe, a horde of jaded veterans come back with "NOWHERE!!!" To listen to some long-time players, there are suicide gankers and can-flippers hiding behind every asteroid or stargate, waiting to drink your sweet noob tears. The truth of the matter is that, while it is technically true that you are not totally safe anywhere, there are some things that you can do to protect yourself from the flippers, gankers, and scammers out there. A great deal of controversy recently arose over one potential solution to some issues of safety in space, so this is something fresh on the minds of many EVE veterans as well as new players.

  • Previews of the June Final Fantasy XI update

    by 
    Michael Zenke
    Michael Zenke
    05.25.2008

    We've previously mentioned the June update coming for Final Fantasy XI. In the last week or so numerous small preview pieces have trickled out on the official site, bringing us further into the loop on what sounds like a pretty big series of tweaks. There are numerous small quality of life improvements, quest refinements, and what sounds like couple of big changes to the campaign system. Here's the FFXI June patch highlight reel: High Quality item synthesis will see a few new items added onto the rolls, to make the experience more lucrative. Some furnishings will see extra storage space added, and some armor sets that weren't previously placeable on mannequins can now be displayed in that fashion. The burgs of Selbina and Mhaura will now have their very own nomad Moogles and delivery NPCs. An automatic item sort is being added into the game, which will stack items as they're gained by players. NPC Fellows can now be summoned in parts of Vana'diel's past, are receiving a few new personalities, and will soon be eligible to level up to 70. The Campaign system will see the most concerted changes, with new healer NPCs being deployed to both sides of the skirmish and brand-new medals for distinguished service. Players will now also be able to exchange their points with successful soldiers behind opposing national lines. In this way, players will be able to obtain items offered by nations other than their own. The official site also notes that the 2008 Vana'diel Collection is now available for lapsed players looking to come back with some of the newer expansions. Kupo!

  • The PvP future of Guild Wars explored

    by 
    Michael Zenke
    Michael Zenke
    05.20.2008

    Over at Massively's sister site Big Download, the PvE vs. PvP column is exploring the future of Guild Wars' Player vs. Player elements. Talking to game designer Isaiah Cartwright, the site offers up a bevy of questions on the current and future game's signature arena-style combat. The designer touches on the interesting question of game balance when it comes to balancing the needs of one type of player over the other. Cartwright as much as admits that the challenge of keeping skills balanced for both sides of the coin is a daunting challenge. In the future, they might even completely separate out the mechanics for these game components. A skill might do one thing in PvE, for example, and another in PvP. That would be for future projects, though: Arena.net's focus on Guild Wars is on maintaining the game's quality, not shaking things up. Other subjects of conversation include the impact of the skill unlock packs, the introduction of 'casual' PvP with Factions, and the possibility of tools for player-run tourneys in the future. Be sure to check it out for context on one of the most unique MMOs on the marketplace.

  • The Empyrean Age is born in fire

    by 
    James Egan
    James Egan
    05.16.2008

    CCP Games have put together a new site for EVE Online's upcoming Empyrean Age expansion. Recent months have given EVE's players hints as to what is on the horizon, largely through news reports seen at login and viewable through the billboards found in space. CCP has raised the bar with video footage of a crisis in the making, as reported 'live' by The Scope, New Eden's galactic news network. The reporter relays a situation tense with panic and chaos, as a peace summit between the Gallente and Caldari races is disrupted. A Nyx mothership pilot, the Gallente Federation escort, sets a deliberate collision course with the Caldari Ishukone space station. Thousands of people force their way to evacuation vessels in vain; the 'FNS Wandering Saint' explodes against the Ishukone megacorporation's headquarters, claiming thousands of lives and igniting war between the Caldari and Gallente. The attack quite literally obliterates all hopes for peace between the races. The news broadcast cuts off abruptly and is replaced with the words "War is Coming," a harbinger of the strife which is set to engulf New Eden in the Empyrean Age.

  • Totem Talk: Shocks and awe

    by 
    Matthew Rossi
    Matthew Rossi
    05.15.2008

    Totem Talk, the column for shamans, takes another look at offense this week. Matthew Rossi covers how to burn, freeze, or... whatever earth shock is supposed to be, a big rock in the face? He couldn't tell you. But whatever it is, it really annoys spellcasters. Boom, clod of earth in the face, no spells for you!Last week, on Totem Talk, we escaped a burning warehouse only to discover that Diego really isn't the father...Oh, wait. No, sorry, that was something else entirely. Last week, we talked about direct damage totems. This week, we're going to talk about those signature abilities of the shaman class, those lovely shocks and the lightning bolts we can throw. The fury of the elements in the palm of your hand? The ability to chain a bolt of lightning to hit multiple targets? Shamans can do these things. The two DPS specs use them differently (Enhancement shamans rarely use lightning bolt or chain lightning, while Elemental shamans are less likely to use shocks since they don't really need to be all that close to their targets, although of course you'll see an elemental shaman using a shock to kite or interrupt and an enhancement shaman throwing a few bolts of lightning when told not to engage in melee for whatever reason) but together they make up the offensive spellcasting options of the shaman class.There are at present three classes of shock spells that shamans can use. These are Earth Shock, Flame Shock, and Frost Shock. As you might expect, each has an elemental affiliation (Earth, Fire and Water respectively) and its own special characteristics that recommend using it in specific situations. All shock spells are linked, meaning that if you use one shock you lock out the other two as well for the duration of the shock cooldown (which is six seconds) meaning that you have to be careful when using them to some degree. It's not a terrible burden, just something to keep in mind as you explore what each shock does and what situations each is best for.

  • Big Download talks to Blizzard about eSports and PvE/PvP

    by 
    Mike Schramm
    Mike Schramm
    05.13.2008

    Our newest sister site Big Download is just a week old, and yet they're already playing with the big boys -- Steven Wong has posted an interview with Blizzard's Lead Designer Tom "Kalgan" Chilton, as well as Paul Della Bitta and Joong Kim of Blizzard's eSports division about what it's going to take to tune the Arena game just right. As he did before, Kalgan confirmed that the Arena Tournament Realm is acting as a laboratory for changes and updates to classes.Della Bitta confirms, also, that Blizzard is still interested in letting players watch the matches, either via television or some other way (we heard that way back when from WSVG's President -- when they were still around, anyway). And Joong Kim lays out a simple timeline for the Arena tourney: Blizzard expects the online portion to be finished mid-July, and the Global Finals will start later in the year, around October (which is when another big Blizzard event is taking place... coincidence?).Wong doesn't get Kalgan to list a favorite class (obviously -- think of the torment that would cause on the forums), but he does confirm yet again that Blizzard isn't giving up on keeping both the PvP and PvE games the same. They want players using the same abilities as much as possible in both types of gameplay, and apparently they're committed to juggling both of those flaming torches for as long as they can.

  • Rogue Signal: EVE Online's gear progression

    by 
    Phillip Manning
    Phillip Manning
    05.11.2008

    For players coming from other MMOs, EVE Online can sometimes be a bit unsettling. The lack of classes and levels gives some players the feeling that there is not a measurable means of determining one's on progress in the game. What EVE players use to determine each other's relative skill at a glance revolves around two things: ship type and module tech level. Billions upon billions of ISK get moved around every day in the buying and selling of Tech 2 (T2) ships and modules. As a new player, Tech 2 can feel like the playground of the veteran, but this isn't necessarily always the case. With the character creation improvements introduced about 18 months ago, new characters are well on their way to being able to equip some of the shiny modules that used to be the domain of the bitter old veteran.

  • Rogue Signal: The unwritten communication rules of EVE PvP

    by 
    Phillip Manning
    Phillip Manning
    05.04.2008

    Perhaps more than any other MMO, EVE Online's gameplay relies very heavily on communication between players. I have recently returned to World of Warcraft and gotten a character into Outlands. 62 levels after coming back, it still grates on me a bit that very few people utilize voice chat for both PvE and PvP content. Sure, WoW's in-game voice codec is terrible, but it certainly beats having nothing. I have come to realize that players coming from the opposite perspective are sometimes surprised and occasionally uncomfortable with the mentality of EVE players when it comes to text and voice communication. This guide aims to instruct a new player in the ways of communication in EVE. Text communication is perhaps the easiest to grasp for a new player. The key difference between text chat in EVE and text chat in many other games is the sheer volume of available channels. By default, every player is in the channel for their local chat, their corporation, and their alliance (if applicable). In addition, there is an uncountable number of channels out there that you could be chatting in.

  • Narrowing the gap between casual and power gamers

    by 
    James Egan
    James Egan
    05.02.2008

    You know the type. The minimaxer. The person who sits around with spreadsheets, crunching every possible combination of traits and skills until they've come up with the ultimate class build. That beloved stereotype from pen-and-paper RPG's is alive and kicking in pretty much every MMO running. Massively's touched on minimaxing and the problems it leads to before and it's a fair assumption that we'll do it again. That's not to say that there's anything wrong with it. It's your game and you can play it however you want. But minimaxing impacts the game in significant ways for hardcore and casual players alike.

  • Age of Conan's raiding treadmill

    by 
    Brenda Holloway
    Brenda Holloway
    04.28.2008

    Race to the level cap. If you're too slow, you lose. If your gear sucks, you lose MORE. The people who got there first have your number and know where you live. You finally struggle to max level -- but you need to raid to get the gear to continue. The game may be built around PvP, but you have to raid in order to get the gear to PvP. You need to raid to get the gear to do more raiding. Then comes the first expansion, and all your old gear is trash. Rinse and repeat. Thus goes the raiding treadmill. Invented by EverQuest and polished to a mirror-finish by World of Warcraft, the raiding treadmill is no stranger to MMOs.Does it really have to happen again? To see all there is to see and partake in all that can be partook, must we jump on the treadmill and, Red Queen-like, run as fast as we can, just to stay in one place? In a recent blog post, Keen looks at the Age of Conan news that performing in the top echelons of PvP in the Border Kingdoms will depend on grinding out mini-games and doing a fair amount of raiding for the gear to compete. In the end, he decides to purchase the game, despite indications he will not be able to fully enjoy the game. Must modern games still reward fanatical devotion so highly? Is there a way in which casual and hardcore players can both enjoy all the game? We'll know in May if Age of Conan's PvE-gameplay can satisfy gamers who don't wish to climb upon the raiding treadmill.