Siege

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  • Soul of the Ultimate Nation finally makes its way to America

    by 
    Seraphina Brennan
    Seraphina Brennan
    05.20.2009

    It's only two years late, but hey, we're not complaining! Ijji.com has reported to us that they've obtained the rights to publish Webzen's Soul of the Ultimate Nation in North America and that the game will release somewhere in late 2009. Soul of the Ultimate Nation, called SUN for short, is a hack and slash MMO developed by Huxley creators Webzen. The game was originally slated to be published in North America in late 2007, but the game's status went silent and slowly slipped off of everyone's radar. SUN features a quicker style of gameplay, more akin to a game like Dynasty Warriors than your standard MMO. To perform this feat, the game breaks the world map up into zones created by players in towns, very much like creating your own match in a first-person shooter. Players create these fields in order to hunt down monsters, solve missions, or complete quests. Players can also take objectives to assult areas in a siege-esque manner, where many players create rooms to assault one objective. In these cases, successful and unsuccessful sieges affect how the other in-progress games play out, altering the difficulty of the battle to show the turning tide of one side winning or losing. The game does feature persistent cities where players can mingle, much like it's first-person shooter brother, Huxley.

  • NDOORS list the key features of new MMO WonderKing

    by 
    William Dobson
    William Dobson
    05.14.2009

    NDOORS Interactive, the folks behind Atlantica Online and Luminary: Rise of the GoonZu, have chimed in with some details on their next free-to-play MMO WonderKing. They obtained the rights to bring the game to North America last year, and since we're hearing from them now, things must be on track for the intended release window of the second half of 2009. Here's a brief rundown of what WonderKing entails, from Peter Kang, CEO of NDOORS: "WonderKing is a 2D, side-scrolling MMORPG that takes players on an adventurous journey with story-by-story quests, much like a fantasy novel. Along the way, players will travel from beautiful beaches to murky marshlands and frigid snowfields as they battle to save the world." Kang also made mention of some specific game features, to highlight the fact that 2D does not necessarily mean a lack of gameplay depth. These features include a class-change system, "Castle Battles" that involve siege warfare PvP, mounts and vehicles, pets, private housing, and crafting. NDOORS confirmed that a beta is scheduled for this summer.

  • Siege the shores of Agon with Darkfall's brigantine class ship

    by 
    Seraphina Brennan
    Seraphina Brennan
    04.20.2009

    In a game like Darkfall, it's hard to get people to fess up to owning powerful weapons of war. But if you're Paragus, you'll find ways to get the information out to the public on some of Darkfall's coolest features. This time he's gotten to tour the deck of one of Darkfall's larger ships, the brigantine, thanks to the invitation of The Mercs and Rainbow Ninja clans.Equipped with 8 cannons, a small captain's cabin, and a crew of angry siegers, Paragus was able to see the ship in action from the main deck as the clans took on a shoreline city. The cannons, which hit with the damage of a handheld siege hammer but fire from a range greater than that of most defensive cannons, pounded the city from afar and wrecked defenses.Even if you're not a rabid Darkfall enthusiast, the look at naval combat presented in the article is a good read for anyone interested in general PvP warfare. For the full story, check it out over at Paragus's blog at MMORPG.com.

  • Keen talks more on Darkfall, highlights good and bad issues

    by 
    Seraphina Brennan
    Seraphina Brennan
    04.17.2009

    One of the best looks we get at Darkfall is from the varied community that plays it, and one of the most outspoken proponents of the game's ups and downs has been Keen from the Keen and Graev Gaming Blog.In his most recent post, Keen has gone into the specifics of what he finds off with Darkfall the most -- the pacing issues. While the game presents enjoyable concepts, those concepts are overshadowed by globs of downtime paired with grinding. The fast-paced action of the game is drowned out by the slow pace that the game itself moves at. Certainly the city building and politics of the game work as intended and are fun sections, but the sieges themselves move slowly as they usually feature 10 guilds attacking one guild.Another one of Keen's issues is the lack of incentive. He gives the example that he could walk across the world and spend hours doing it, but why should he when everything he has can be found in a small area? Players aren't encouraged to get together and tackle with trust issues, they're encouraged to stay apart in their own borders.For Keen's full thoughts on the many facets of Darkfall, check out his posts over on his blog.

  • The state of Engineering in 3.1

    by 
    Amanda Miller
    Amanda Miller
    03.31.2009

    In case you missed the memo, the short list of changes to the Engineering profession that have been posted for patch 3.1 are all you are going to get come patch day, like it or not. Bornakk confirmed that Blizzard feels that the "perks work out" compared to what other professions offer, and that they "have no changes planned at this time."The relevant forum thread has grown to over 1300 replies and more than 50,000 views, suggesting that while Blizz might be satisfied, much of the Engineering community is not. In fact, many are threatening to drop the profession and take up Jewelcrafting, which is something I hear about a lot. Of course, if your profession is really, honestly inferior to all others, then why is everyone trading up to the same one? Pass through the break for a list of the upcoming changes, the major gripes, and a comparison of Engineering to other professions in order to put this all into perspective.

  • Blood, sweat, and valor in Darkfall

    by 
    Seraphina Brennan
    Seraphina Brennan
    03.26.2009

    Paragus has continued his stories about adventuring through the Darkfall world on MMOCrunch, this time centering on the concepts of alliances and city sieges. While many aspects seem similar to EVE Online's corporation wars, Paragus's retelling of what it's like to be on the front lines of a siege battle makes Darkfall sound more like 300.His overall report is in Darkfall's favor, commenting on how well the game seems to be holding up when there are huge amounts of players fighting in the same area. Certainly there are still client crashes and disconnects, but the performance is overall very stable for mass combat.The only downfall to the whole system lies in the rules of the siege challenge. One of the rules states that if the attacking guild's leader drops offline at any time during the battle, the challenge is immediately lost. During Paragus's siege, the guild leader suffered a timeout, and the guild found themselves losing the challenge all due to connection problems.While Aventurine patches up all of the problems, the overall report of sieges is good, in Paragus's opinion. For the full details, head on over and check out his writeup of the event.

  • Mark Jacobs details future Fortress changes

    by 
    William Dobson
    William Dobson
    01.11.2009

    As was hinted at in a video featuring Mythic's Jeff Hickman not so long ago, the latest update to Warhammer Online's Fortress gameplay was only the beginning of a larger plan to improve the playability of this important aspect of the game. Mark Jacobs has now elaborated on these future plans, at the same time as giving a report on how the new update has been going on the live servers -- on the night of Jacobs' post, there were no Fortress-related crashes, and general performance was better but not quite where they want it yet.There are three initiatives that the dev team hope to put their focus on in the coming weeks. One of these is simply to see how the new population threshold is working, to determine if and how it should be tweaked with respect to balance and design issues. At the same time, they will be keeping an eye on the Fortress Lords to make sure that their difficulty aligns with the number of players attending a siege. The third change will involve optimizing the code that deals with large-scale battles, in the hopes of being able to open up the population threshold some more. Let's hope they succeed with this last effort, as some fans already have their torches and pitchforks out due to the reduced scale of these end-game encounters.

  • Massively's WAR Camp: Capturing and defending keeps

    by 
    William Dobson
    William Dobson
    10.10.2008

    From Tier 2 onwards, players of Warhammer Online have the option of mustering an army to go forth into the RvR lakes and capture keeps. There are numerous benefits to capturing a keep -- renown bonuses and set-piece loot await a victorious party, as well as a chance to claim the keep in their guild's name, and push the zone control meter forward for their realm. Of course, if the opposing realm has some backbone about them, a quick capture can turn into an all-out war, with siege weapons and countless casualties. One can only hope! Join us as we take an in-depth look at all of this, in our gallery guide to capturing and defending keeps. Capturing and Defending Keeps %Gallery-34148% Did you enjoy this? Make sure to check out our Warhammer guides: Massively's Character Creation Guide and our WoW Player's Guide to Warhammer. Plus, don't miss any of our ongoing coverage as Massively goes to WAR!

  • WAR's first city siege: The king is dead. Long live the king.

    by 
    James Egan
    James Egan
    10.05.2008

    It was only the other day when we reported that the first Warhammer Online city siege endgame had begun. Initial reports indicated that a relatively small group of players, in average gear, managed to capture Altdorf on the EU server Karak Eight Peaks, partially due to bugs in the game. However, rumors of the death of Emperor Karl Franz have been exaggerated. More details have come to light since then; Electronic Arts contacted MMO blogger Tobold, and set the record straight. As it turns out, Destruction didn't fully capture Altdorf. Rather, they put it in a contested state, and the would-be conquerors on the Destruction side were ousted by Order before they could complete enough public quests to reach the final battle against Emperor Karl Franz. Did you enjoy this? Make sure to check out our Warhammer guides: Massively's Character Creation Guide and our WoW Player's Guide to Warhammer. Plus, don't miss any of our ongoing coverage as Massively goes to WAR!

  • Massively explores Age of Conan's guild cities

    by 
    Brendan Drain
    Brendan Drain
    08.08.2008

    The construction of guild cities has been one of Age of Conan's main features since release. One such city on the Fury PvP server is Goonrushalem, home to the Thulsa Goons guild. Nestled in the foothills of Stygia's Purple Lotus Swamp, the city of Goonrushalem was once one of the largest player-built cities on the server. Originally intended to be built up into a functional battlekeep for siege warfare, other guilds have since taken the lead and beaten Thulsa Goons to that goal.Join me as I take a visual tour of the great Goon complex, and discuss the uses of the various buildings it contains.%Gallery-29270%

  • AoC's 2nd of July patch completes planned Necro changes

    by 
    William Dobson
    William Dobson
    07.02.2008

    The first patch for Age of Conan under the new scheduling has hit the live servers. Along with a healthy portion of quest and NPC bug fixes, the second half of the discussed Necromancer changes have made it in, granting them more splash damage for a couple of their pets, some feat related changes, and the ironing out of a few bugs relating to their spells.Massive PvP also received some updates. Players attacking battlekeeps will now respawn at the front gate of the city, a bug that disabled siege weapons has been corrected, and most notably, a lot of dodgy keep walls that could be walked through have been fixed. This patch does not introduce the major PvP overhaul that everyone has been waiting for unfortunately, and under the new schedule, we'll need to wait another week for the next opportunity. Check out the forums to get a full list of this patch's updates.

  • WWI '08 Panel Analysis: PvP part I, Lake Wintergrasp

    by 
    Zach Yonzon
    Zach Yonzon
    06.29.2008

    We've been receiving a constant stream of news from the ongoing Worldwide Invitational in Paris, France, and we've gotten hints of changes coming to the game that promises overall improvements to PvP. In the developers' panel discussion, we learned of a Shadow Priest talent called Dispersion, which Blizzard hopes will allow the underrepresented Shadow Priests to become more viable in Arenas. The dungeons and raids discussion yielded plans to further continue the purchase of PvP gear through PvE, such as from reputation. The panel at the WWI earlier was cleverly titled "PvP Game Systems", where Tom Chilton and Corey Stockton discussed Lake Wintergrasp, new Arena maps, and the new Battleground. It was a rather uninspired panel compared to the previous ones, revealing very little that anxious players didn't already know. Because of the suspiciously lengthy yet predictable presentation, very little time was left for questions (of class balance, I bet), although a few good ones were asked -- and surprisingly answered -- during the session.

  • Age of Conan: The siege warfare is a buggy lagfest

    by 
    Matt Warner
    Matt Warner
    06.20.2008

    Age of Conan players should think twice about partaking in the lag-ridden siege action this weekend; they're better off waiting until this coming Monday's patch. The naysayers concerns from beta were certified two days ago, when Sinister took part in Age of Conan's first full on siege since the game went live. If you want the quick recap it was buggy and the performance was terrible; however, Funcom deserves kudos for responding as quickly as they did. Unfortunately, the only viable solution at this time is for players to crank down the graphics and wait it out. It's hard to tell from the picture but it shows 0.3 fps and a 3389 ping, with many players reporting similar results on their superior gaming machines. Since Funcom's response a player reported better performance on the second siege averaging about 15 fps on dual 8800 GTs.We'll see if Monday's patch improves the performance or not for all players involved. If you'd like to see some rough footage from the second siege battle Sinister has posted it on their website. (NSFW)

  • Funcom responds to concerns following first instances of AoC's "Massive PvP"

    by 
    William Dobson
    William Dobson
    06.19.2008

    Age of Conan players have started getting to the stage where they can partake in the game's much-hyped "Massive PvP" -- the first battlekeeps are up, and you can be sure that people are all too keen to go and knock them down. However, it seems that the first wave of these epic battles have not gone so smoothly, and not just for any guilds left with a pile of smoking rubble.Funcom has posted on the official forums (with the actual message being penned by Gaute Godager) in the hopes of reassuring the community that the problems that have been experienced with these battles are being looked at. The main issues are identified as those of client performance, and those of content and collision. Client performance is apparently the biggest problem being reported, and even before people started to get into massive PvP, some fixes to do with this have been worked on behind the scenes.

  • Massively goes to WAR: Sieging keeps and assaulting fortresses

    by 
    Michael Zenke
    Michael Zenke
    06.06.2008

    Today's the last day in our ongoing Warhammer Online: Age of Reckoning coverage and we've saved one of the best conversations about the game for last. RvR Lead Designer Brian Wheeler and Producer Jeff Skalski sat down with us on Friday to go through Keep capturing and siege gameplay. It's one of the most compelling parts of Realm vs. Realm combat from Dark Age of Camelot buffed, shined, and retooled for the Warhammer crowd Read on below the cut for details on this expansive system. We'll discuss what exactly the point of Keep gameplay is, why it wasn't initially included in the game's design, and how all of this combat is merely the precursor to the ultimate act of sacking a Capital City. Call out the guards, and read on.

  • Video, interview paint detailed picture of AoC raids

    by 
    Samuel Axon
    Samuel Axon
    05.20.2008

    There's a two-pronged assault of Age of Conan raid content information at Ten Ton Hammer -- a 20 minute raid presentation video, and an interview with raid boss scripter Eirik Munthe. Both the presentation and the interview occurred at the AoC launch event in Oslo last week, and both were rich with information. It looks like the endgame content has some incremental innovations just like the lower-level stuff; that should make the hardcore crowd happy.In the presentation, bits and pieces of one of AoC's level 80, 24-person raids were shown to an audience with live commentary by Game Director Gaute Godager. Multiple bosses were shown, such as a poison-leaking monstrosity and two demons -- one ice, one fire -- who gain power when standing near one another. Godager explained the philosophy behind raiding and epic gear, and using collision detection in battle strategies. He revealed that raid groups will be able to call it a night halfway through a raid and finish any time they want (so long as it's before the raid expiration date -- one week after its start date). There was also a brief series of clips of a massive PvP siege.In the interview with Eirik Munthe we learned that Funcom put together strike teams consisting of designers, scripters, and writers. Each strike team focused its attentions completely on a 20-level span; for example, Munthe's team worked on content for player levels 60 - 80. Munthe described the challenges he faced when scripting encounters with some of AoC's unique features such as collision detection and CoE (cone of effect) healing in mind.

  • Building an Age of Conan guild city

    by 
    Shawn Schuster
    Shawn Schuster
    05.14.2008

    Another exciting aspect of Funcom's upcoming Age of Conan is the Guild City System. This is mostly unique to other MMOs, in that you build the guild city not as a hall, but as an actual city with multiple buildings within. Each building serves its own purpose for offense and defense against other guilds and attacking forces, and is upgradeable to different tiers, much like an RTS.In a recent article at MMORPG.com, they run down the details of each of these guild city buildings, and their biggest advantages. Also in this article are some details on guild leadership itself. In order to create a guild city, your player will need to be a guild leader, level 40 or higher, and have a guild membership of at least 24 players. You will then have the choice of 3 environmental locations currently for your guild city. Let the land-grab begin!

  • February Warhammer newsletter offers crispy fried dwarf recipe

    by 
    Michael Zenke
    Michael Zenke
    03.01.2008

    The 28th issue of the Warhammer Online newsletter rolled into mailboxes this week. Blood, fire, and Chaos energy rippling from the seams, this latest warmachine bears a king's ransom in information for Warhammer-in-waiting fans. We've already noted the podcast all about the epic amount of voice acting coming to the game, but there was so much more! Personally, the highlight of the letter is a full rundown on the keeps and sieges system. Even though the addition of Keeps to the game came during the Beta process, their integration seems seamless. Siege weaponry especially sounds entertaining, with the opportunity to boil some stunties in their own boots particularly delicious for this Greenskins fan. Other high points include: A full explanation of the Realm vs. Realm renown system. Renown will be your currency for buying abilities and pieces of awesome from your faction, and it's definitely something you're going to be dealing with. The second episode of Scenarios 101 covers Talabec Dam and Stone Troll Crossing. An overview of the Saphery zone. Gotta love Those Wacky Elves(tm). Player quotes from Beta. A Beta giveaway in the Warhammer comic book. Career masteries for the Bright Wizard and Zealot. Profiles of the leaders of the Order faction. And, as always, Paul Barnett's excellent video podcasts round out the entire information dump. You can sign up on the official Warhammer site to get these newsletters in your inbox; who wouldn't want a warmachine of news delivered via email?

  • Warhammer's December newsletter features RvR Keeps and Sieges

    by 
    Michael Zenke
    Michael Zenke
    12.20.2007

    Christmas has come early for those of us looking forward to EA Mythic's Warhammer Online. While the last few newsletters have just squeaked out in the final days of the month, December's newsletter has been timed to the much-anticipated reopening of the WAR Beta test. Highlights this month include: A lengthy discussion of the new Keeps and Sieges gameplay. We've previously discussed this content thanks to the Beta updates, but full and gritty details of this RvR component are unveiled by Paul Barnett and Josh Drescher ... in hilarious fashion. The 21st grab bag, covering abilities, speccing out your character, and the differences between different avatars of the same class. A welcome back letter for the Beta troops! Even funnier than the Siege video, and chock full of new additions to the game. With The Hickman! If you watch one thing from the newsletter, this is the one to grab. The announcement of the Disciples of Khaine, the deadly healers (yes, you read that right) of the Dark Elf race. For all the details, make sure to check out Paul's hyperbole-filled video presentation. More on the Sorceress and Sorcerer - another Dark Elf class. These folks were announced in the November newsletter, and get even more detailed here in this December entry. Lairs! This fascinating new gameplay element is (I think) a brand-new announcement in this newletter. They sound like hidden areas, special dungeons that take a little bit of work to find. The WAR devs have obviously taken a liking to the Explorers amongst us. Can't wait to find my first one. A zone overview of Ellyrion, the breeding ground for magnificent elven stallions. A developer diary about the outlook on the WAR newbie experience, and a Beta journal covering just a bit of a young dwarf's life. And (of course) another batch of Paul's video diaries. There's a ton more content exclusive to the Newsletter, so if it's not already in your inbox you have a task today. Go sign up. Right now! Then go back to laughing at Paul and Jeff, and their hilarious squig-related humor.

  • Age of Conan Product Developer interview, with gameplay video

    by 
    Akela Talamasca
    Akela Talamasca
    12.14.2007

    var digg_url = 'http://digg.com/pc_games/Age_of_Conan_interview_and_video'; On December 5th, I was invited to the Eidos/Funcom Age of Conan press event, where I was privileged enough to be granted access to both the game itself and the development team. I was able to play the opening area, leading into the first town. I sussed out the combat and the conversation interface. I spoke with Jørgen Tharaldsen, the Product Developer, and he let drop a metric ton of knowledge upon my fevered noggin. I reprint here our conversation, interspersed with my handheld-shot video pieces, the first of which is shown above, which is where the game starts, with you as a survivor of a shipwrecked slaver ship. I'd like to thank Jørgen and the entire Eidos/Funcom team, all of whom I found to be gracious, witty, and enthusiastic about their game, which is refreshing to see. My take? The game looks incredible, and it's extremely immersive from the get-go. They say they're on schedule for an early 2008 release, so this is something to anticipate indeed. More videos and the interview after the jump!