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  • Field Journal: Seeking instant gratification in RIFT

    by 
    Matthew Gollschewski
    Matthew Gollschewski
    01.09.2014

    I've always been pretty open about my feelings on RIFT: I have an immense admiration for the mechanical ideas and the sheer effort Trion makes, but the world-building and aesthetic choices put me to sleep. The game firmly belongs in the category of those games I wish I liked but don't. While I played the game's first 20-something levels (not to mention trying out several alts into their teens) early in its existence, it just could not hold me. Further attempts, such as during free weekends, in the unlimited free trial, and after the conversion to free-to-play, uniformly resulted in my milling about for a couple of hours before getting bored and uninstalling yet again. Maybe if I ignored the world entirely and focused purely on constant activity, I could get into it. Fortunately, RIFT's Instant Adventure system offers just what I need to test that theory.

  • Age of Conan director's letter talks achievements and PvP

    by 
    Mike Foster
    Mike Foster
    01.07.2014

    Age of Conan senior designer Matthew Bennett stepped in to author the game's most recent director's letter, and in doing so offered updates on AoC's long awaited achievement system as well as some valuable intel on the state of PvP items. According to Bennett, the Age of Conan team has a rough design in place for achievements that centers on broad categories like PvE, exploration, and dungeons, with sub-categories being designed for each. Bennett also explained that the dev team is taking a hard look at Tier 3 PvP gear by working to re-balance stats on key items to make them more useful and up their damage output to an appropriate level. The PvP team is also working on Tier 4 PvP items. Finally, Bennett reminded players that starting in February, Portents will return to their normal cycle of starting on the first Wednesday of the month and lasting until the following Tuesday. As for the big things like The Palace of Cetriss raid and Age of Conan's new tradeskill system? While not the focus of this particular letter, those key game elements are still in development.

  • EVE Evolved: Designing EVE Onland, part 2

    by 
    Brendan Drain
    Brendan Drain
    01.05.2014

    When it comes to living sandbox MMOs, there really isn't a bigger name than EVE Online. Throughout its decade-long history, EVE has produced some huge gaming headlines, delivered record-breaking in-game thefts and heists, and played host to the complex political machinations of dozens of warring alliances. EVE's sandbox design has even made it remarkably resistant to changes in the market, with subscription numbers remaining relatively stable in the face of new releases and the free to play phenomenon. It comes as no surprise then that the sandbox genre is seeing a triple-A revival, with games like Star Citizen, EverQuest Next Landmark, and Camelot Unchained on the way. With the sandbox genre due to explode back onto the fantasy scene, I've been left wondering how much of the core gameplay that makes EVE tick could be easily adapted for an avatar-based game on land. Even features such as EVE Online's trademark territorial warfare and player-run economy have roots in classic fantasy MMOs like Ultima Online, so they should be easy to convert to modern fantasy equivalents. Last week I started this game design thought experiment with a territorial warfare system and free-for-all PvP with harsh consequences for attackers, but there's a lot more to a good sandbox than smashing people's heads in. In this week's EVE Evolved, I delve into the hypothetical world of EVE Onland again and tackle issues of realistic world scale, exploration, economics, and the evils of global banking.

  • Tamriel Infinium: The Elder Scrolls Online predictions for 2014

    by 
    Larry Everett
    Larry Everett
    01.03.2014

    Normally, in an article like this I would attempt to predict when a given game will actually launch, but ZeniMax has already told us that The Elder Scrolls Online will release on April 4th, 2014. I guess the next question is whether I believe that it will actually launch on that date. I do because it's far too perfect from a marketing standpoint, and if history tells us anything, ZeniMax is not afraid to launch a buggy title. However, the June release date for the console version of the game might be a bit more flexible. It's possible that it will take two to three months to convert the game from the PC/Mac version to the console version, but I think it's more likely that the PC/Mac launch will serve as a testing ground for the console release. If the PC/Mac launch works out well, then we will certainly see an early June launch for consoles, but if there are issues, don't be surprised when that release date shifts to July. Still, I do think that July would be a hard stop; anything later would likely cost ZeniMax far too much money. I enjoy making predictions. I'm not always right, but that doesn't mean it's not fun giving it a shot. Just remember, my predictions are my personal opinions reflective of information released by ZeniMax regarding ESO. I do not have super-sight nor a dev in my pocket, so your guess could be as good as mine. In fact, after I make my predictions, I'd like to read yours in the comments.

  • Tamriel Infinium: The year before launching the Elder Scrolls Online

    by 
    Larry Everett
    Larry Everett
    12.27.2013

    Based on the comments for this column a couple of weeks ago, it became apparent to me that many readers have very little idea about what to expect when the Elder Scrolls Online launches. And I guess with the big push of information about PvP, it would seem that that is all ESO has to offer. In some people's minds, that might still hold true. I admit that I believe PvP might be the thrust of the max-level game, but ESO will offer different things to do as you level up as well as when you hit max level. Today, for my year-end review of ESO, I will attempt to paint a picture of the Elder Scrolls Online game based on what we know so far. I think you'll find that the game does have more to offer than PvP, but ultimately, I'll let you decide if it's enough.

  • The Mog Log: Preparing for patch 2.1 in Final Fantasy XIV

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    12.14.2013

    All right, everyone, the time is nearly upon us. Final Fantasy XIV is about to unleash its first big patch. Please remain calm and take everything slowly. If necessary, painkillers may be consumed to reduce swelling. Anti-anxiety medications are not recommended. A friend of mine noted on Twitter that the presentation for this patch reads more like an expansion than just a patch, and I have to agree. There is a lot being added to the game with this patch, more than you would expect. I haven't been playing around with it on the test server thanks to the lack of a test server, but we've still seen enough information to have some idea of what comes next. So let's talk about patch 2.1. When it finally goes live, where will you go? What will you do? How can you get the most out of Final Fantasy XIV's major drop?

  • Aura Kingdom reveals guild towns, endgame

    by 
    MJ Guthrie
    MJ Guthrie
    12.11.2013

    Aeria Games is sharing more information about Aura Kingdom's endgame as the fantasy free-to-play game inches closer to its Founders beta that starts on Monday, December 16th. High-level players who enjoy PvP can queue up for two different 5v5 experiences, either a battle to the death (available any time of day) or a capture point mode that utilizes vastly different terrain (available only at certain times). PvE-wise, players who want to collect the best battle companions, called Eidolons, will need to group up and raid the bosses in the high-level dungeons to collect rare key fragments. Additionally, guilds that level to a high enough rank can create their own towns that guild members can visit. Guild towns will spawn unique Eidolons that guild members must group up to defeat. Once defeated, those Eidolons can drop key fragments that, when combined, will allow players to summon that companion as his own. [Source: Aeria Games press release]

  • EVE Evolved: Getting ready for Rubicon

    by 
    Brendan Drain
    Brendan Drain
    11.17.2013

    EVE Online's Rubicon expansion goes live in just two days on Tuesday, November 19th, introducing four brand-new personal deployable structures and revamping PvP across the board with a seemingly innocuous warp acceleration fix. The expansion represents the first step in new Senior Producer Andie Nordgren's plan to bring true player-run deep-space colonisation to EVE Online. The new Mobile Depot that can be placed anywhere in space is possibly the most sandboxy feature since the introduction of player-owned starbases back in 2004. Players have been coming up with plans for the device since its first announcement, but I think we'll see its true potential revealed in the coming weeks and months. If you've been saving up your Sisters of EVE loyalty points to get your hands on the faction's new exploration ships, be prepared to buy and build the blueprints as soon as the server comes up. These will be the first pirate faction ship blueprints that are available in high-security space, and a recent devblog confirmed that players have been collecting Sisters of EVE loyalty points like crazy lately in anticipation of the expansion, but those who get the built ships to market first will make an absolute killing. For the rest of us, getting ready for the expansion means planning where to set up a Mobile Depot for some quick profit-making enterprise or building a few small PvP ships to put the new warp speed mechanics to the test. In this week's EVE Evolved, I look at some of the best places to set up a Mobile Depot, re-consider the lure of low-security space, and propose adapting your PvP fleets to take advantage of the warp acceleration changes.

  • Community Blog Topic Results: Continuing to mix PvP with PvE

    by 
    Robin Torres
    Robin Torres
    11.12.2013

    For our last Community Blog Topic, we asked about continuing to mix PvP with PvE. bengstra would like PvE and PvP completely separated. I have long held they need to keep their PvP out of my PvE. It is simply impossible to balance and one side or the other is constantly being impacted by the side they want, and have, no part in. This makes for constant ping ponging and frustration (think Stampede for a text book example of ping ponging).

  • EVE Evolved: Ghost Sites and PvE goals

    by 
    Brendan Drain
    Brendan Drain
    11.10.2013

    PvE in most MMOs revolves around killing hordes of NPCs for currency, XP, tokens, or loot, and EVE Online is no exception. Players can hunt for rare pirate ships in nullsec asteroid belts, farm Sansha incursions for ISK and loyalty points, or team up against Sleeper ships in dangerous wormhole space, but most prefer the safe and steady income of mission-running. Missions are essentially repeatable quests that can be spawned on request, providing an endless stream of bad guys to blow up in the comfort of high-security space. Completing a mission will earn you some ISK and a few hundred or thousand loyalty points, but most of the ISK in mission-running comes from the bounties on the NPCs spawned in the mission sites. Similar deadspace sites with better loot are also distributed randomly throughout the galaxy and can be tracked down using scanner probes. But what would happen if the NPCs in these sites were a dangerous and unexpected interference that could get you killed, rather than space piñatas ready to explode in a shower of ISK? This is a question CCP plans to test with the Rubicon expansion's upcoming Ghost Sites feature, which promises to introduce a whole new form of high-risk, high-reward PvE. In this week's EVE Evolved, I look at EVE's upcoming ghost sites and explain why I think its goal-oriented approach to PvE should be adopted in other areas of the game.

  • Hyperspace Beacon: SWTOR's changing combat in update 2.5

    by 
    Larry Everett
    Larry Everett
    10.29.2013

    Let's talk about the combat changes coming in Star Wars: The Old Republic Update 2.5. We'll see pretty large sweeping changes to a couple of my favorite classes and some much-needed changes to others. Some of the changes make me question the thought processes of the designers, and some much-needed changes seem to be absent. I don't consider myself a combat design expert by any stretch of the imagination, but I have played every class in SWTOR extensively with the exception of the Bounty Hunter and Trooper classes. But then those two classes aren't seeing any major changes in Update 2.5. Therefore, I don't have much to talk about with them anyway. My favorite class is the Marauder/Sentinel, so the nerfs and upgrades to that class are dear to me. But I also really enjoy the Operative/Scoundrel class as well. This class will see (and frankly, not see) some changes in the upcoming patch. But I believe the class that is affected the most is the Madness/Balance-specced Inquisitor/Consular. Let's start there.

  • Updates on US Connected Realms

    by 
    Anne Stickney
    Anne Stickney
    10.26.2013

    By now, several US realms have been successfully connected with Blizzard's new Connected Realms feature. In case you've been out of the loop, Blizzard released an update in regards to the new feature, which seamlessly connects two realms so that they'll behave as one. That means players on realms that are connected can join the same guilds, use one Auction House, and run raids and dungeons with each other -- a pretty big bonus for realms that have been suffering from lower populations. The list of successfully connected realms is as follows: Auchindoun and Laughing Skull Black Dragonflight and Skullcrusher Aegwynn and Gurubashi Balnazzar and Warsong Burning Blade and Onyxia Chromaggus and Garithos Dalvengyr and Dark Iron Dethecus and Detheroc Dunemaul, Maiev, Boulderfist and Bloodscalp Hakkar and Aegwynn Rivendare and Firetree It's a sizeable list -- but if your realm wasn't on the list, not to worry. Blizzard is revving up for more realm connections, and soon. Two new batches of realm connections are on the way, and the first batch of connections will be taking place on Monday, October 28.

  • Still more Black Desert beta vids, PvE impressions

    by 
    Jef Reahard
    Jef Reahard
    10.23.2013

    Steparu is still playing this week's Black Desert closed beta, and fortunately for all of us on the outside, that means more gameplay videos and commentary. Today's focus is leveling and PvE, the latter of which is apparently lacking due to the pedestrian questing system. Steparu says that there are no dynamic events, though there are main story quests that become available at various points throughout the level range. The article also touches on PvP and what appears to be a button for opting in or out of the game's open-world free-for-all system. Click past the cut for the videos, including some HUD-free Archer and Sorcerer combat, and don't forget to read the full impressions piece behind the links below.

  • Next wave of Connected Realms announced

    by 
    Anne Stickney
    Anne Stickney
    10.22.2013

    Following Monday's successful connections, the next wave of realms to be added to the Connected Realms feature have just been announced. While Community Manager Nethaera had the names of the realms available for players, as of yet there still isn't a fixed date for the realm connections to take place. However, given the faster turnaround that we've been experiencing, players may see these connections happen sooner than one would think. Nethaera As a part of our ongoing Connected Realms implementation, we will be connecting additional realms as listed below. We don't have a specific date yet on when these connections will occur, but we'll provide another update once we do. Please be aware that as a part of the connection process realm times may change to match each other. Next Realm Connections: Dethecus and Detheroc Auchindoun and Laughing Skull Hakkar and Aegwynn Rivendare and Firetree Dunemaul and Bloodscalp/ Maiev/Boulderfist We're currently evaluating further realm connections and will provide updates as they're available. For more information on Connected Realms, please read the preview blog post here. source It looks like the Maiev/Bloodscalp/Boulderfist triad can expect another addition to their happy little family with Dunemaul. In addition, Hakkar will join Aegwynn, which was connected to Gurubashi last week. If you're a player on one of the realms slated for connection, you might want to keep an eye on the official thread for future updates.

  • Latest round of Connected Realms coming Monday

    by 
    Anne Stickney
    Anne Stickney
    10.19.2013

    The latest sizable batch of realms slated for the Connected Realms feature will be going under maintenance on Monday, October 21 from 5:00 a.m. PDT until approximately 11:00 a.m. PDT, according to the official thread on the feature. Community Manager Bashiok also added that once these realms return from maintenance, the realm connections should be complete. The realms scheduled for this round of connection are as follows. Balnazzar and Warsong Gurubashi and Aegwynn Dalvengyr and Dark Iron Garithos and Chromaggus Onyxia and Burning Blade Maiev and Bloodscalp/Boulderfist If you happen to be calling any of these realms home, be prepared for a brief bout of maintenance come Monday. However, Tuesday's regular maintenance should simply be a set of rolling restarts for everyone, so realms that are in the process of being connected should be hit with double downtime. This seems to be a pretty quick turnaround -- will we be seeing more realm connection announcements next week? For more information and updates on the process, keep an eye on the official forum thread.

  • New wave of Connected Realms announced

    by 
    Anne Stickney
    Anne Stickney
    10.17.2013

    After the connection of the Skullcrusher and Black Dragonflight realms earlier this week, Blizzard has announced the next set of realms to be connected -- and this time, there's quite a list of them. Twelve realms total are slated to be connected, although a specific date for the connection has yet to be announced. However, Community Manager Bashiok provided the full list, noting that these are all US realms -- no EU realms have been slated for connection at this time. Bashiok As a part of our ongoing Connected Realms implementation, we will be connecting additional pairs of realms as listed below. We don't have a specific date yet on when these connections will occur, but we'll provide another update once we do. Please be aware that as a part of the connection process realm times may change to match each other. Next Realm Connection Pairs: Balnazzar and Warsong Gurubashi and Aegwynn Dalvengyr and Dark Iron Garithos and Chromaggus Onyxia and Burning Blade Maiev and Bloodscalp/Boulderfist We're currently evaluating further realm connections and will provide updates as they're available. For more information on Connected Realms, please read the preview blog post here. source Note that the Maiev realm will be connected with the Bloodscalp/Boulderfist connection that was the first to be made in this process. Although an exact date for the connection has not been set, given the connection that took place during this week's maintenance, we can hope that these connections will also take place during regularly scheduled downtime. Players on these realms should continue to check back with the official thread on the forums for more updates as they become available.

  • Black Dragonflight, Skullcrusher realms to be connected tomorrow

    by 
    Anne Stickney
    Anne Stickney
    10.14.2013

    Black Dragonflight and Skullcrusher, the two latest realms to be announced as slated for the Connected Realms feature will be connected tomorrow, October 15, during standard maintenance. The two realms were next in line after the success of the Bloodscalp and Boulderfist realm connection. Given that the realm connection will take place during regular server maintenance, one would hope that this means that the wrinkles have been ironed out of implementation -- but just in case, Blizzard will be providing updates on any potential delays. The rollout for Connected Realms has been considerably slower than most players were expecting. However, it's nice to see that Blizzard is taking its time with this one, making sure that everything is functioning correctly and all potential issues have been addressed. Of course the question on everyone's minds now is which realms will be slated for connection next, and when will it occur? Are you hoping for the connected realm feature on your server?

  • Black Dragonflight, Skullcrusher realms to be connected

    by 
    Anne Stickney
    Anne Stickney
    10.09.2013

    After the successful integration of the Bloodscalp and Boulderfist realms, Blizzard is continuing with the slow rollout of connected realms. Although no date has been finalized, CM Nethaera has announced that Black Dragonflight and Skullcrusher will be the next two realms to be connected. Nethaera As a part of our ongoing Connected Realms implementation, we will be working toward connecting our next pair of realms, Black Dragonflight and Skullcrusher – we'll provide another update once we've finalized the date. We will also update this thread with any additional information that becomes available. Please be aware that as a part of the process, realm times may change to align better with each other. We are currently evaluating additional realm connections and plan to provide a more complete schedule at a future point in time. For more information on Connected Realms, please read the preview blog post here. source CM Bashiok stepped in later in the thread to clarify some details on the connected realms process. While many are eager to see this new feature give a boost to realms with lower than optimal populations, the process is far more complicated than you'd think. Blizzard is taking its time with each connection in order to evaluate possible issues with the process -- and the choice of realms was specifically to help identify potential issues. In other words, at this point in the process it's not so much a matter of how much a realm would benefit from a connection, as it is how much that connection will help clarify any potential issues with the process itself. Check out the full forum thread for more information and updates on the process as it continues.

  • Captain's Log: More Star Trek Online help for the new player

    by 
    Terilynn Shull
    Terilynn Shull
    09.30.2013

    The news is out! Lobi are now accessible account-wide! They're no longer bound to a single character! While I would love to be able to write an entire column about how happy the change has made me, I won't make our readers endure it, but it sure was a fun way to start off this week's Captain's Log. The good news for some is that this week's column will be dedicated to the brand new players of Star Trek Online. This decision was triggered by an email I received from a reader who wanted to know how he could change his character's outfit without having to go to the tailor all the time. He was a very new player and was embarrassed to ask anyone else, and trusted I wouldn't make him feel a fool. It was then I realized that there are lots of little things in Star Trek Online that aren't obvious to new players. While many of those things are second nature to me now, I recall with bitter clarity what it was like to be so new that asking a stranger for help was akin to playing Russian roulette. So join me past the break as I touch on what all those tiny little icons on the HUD mean.

  • Tamriel Infinium: Hybrid penalty, Elder Scrolls Online?

    by 
    Larry Everett
    Larry Everett
    09.27.2013

    The Elder Scrolls Online intends to do some shaking up of the traditional MMO combat system. Other MMOs have done this same thing in the past with varying degrees of success. Class balance, however, seems to be the ever-present issue with any game that has to deal with cooperative or conflictive multiplayer gameplay, even more so if the game attempts to do both like most MMORPGs. With the fast-action, limited ability, skill-based combat system ESO intends to produce, how do the developers at ZeniMax best prevent one of the most dreaded by-products: the hybrid penalty?