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  • Choose My Adventure: Ballad of a teenage Zorai

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    02.29.2012

    Last week, the unthinkable happened. Or at least the unprecedented. Yes, after a dozen or so columns under my belt for Choose My Adventure, one of the "joke" choices finally won a poll. Either everyone thought that the paradise city was actually a thing in Ryzom or the impassioned pleas in the comments the week before had done the trick. For those of you under the misapprehension that this was, in fact, an actual thing, I apologize for the not particularly elaborate act of deception. My question to myself, at this point, was what I actually had to do at this point. Did this mean that I had to search through every city in the game to find a paradise, only to discover at the end that paradise had metaphorically been at home the whole time? Was I already in the paradise city, judging by the fact that some people would call the jungle a virtual paradise? The girls were pretty, the grass was green, and by almost any metric you cared to use, Corlede was as close to home as she was getting. But no, I knew what I had to do. Something I had known since I started playing. I went home.

  • Champions Online rolling out Role and Stat changes

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    02.24.2012

    Like many MMOs, Champions Online is at its heart a game of numbers. Your character type focuses on certain stats, and you want to make those stats go higher. But sometimes the way those stats work together is a bit less than intuitive in the live game, hence some recent changes to Super Stats and regular stats on the test servers. The biggest change assigns one primary and two secondary, rather than two Super Stats, to players, which alleviates the current problems with Super Stats (certain pairs of Super Stats work poorly together and are poorly represented in itemization). Individual stats have also seen some tweaks: Strength is no longer hard-capped for melee damage, Presence has had its threat component removed and a soft-cap introduced, Ego is now solely a ranged stat, and Dexterity has seen improvements to its critical benefits. Roles are also being balanced differently, giving more consistent stat benefits that are more in line with what players in a given role will actually need to do. It's a pretty sweeping set of changes, but the end goal is to give Champions Online players a more straightforward numbers game to play.

  • Unity 3.5 available now, with new effects and performance updates

    by 
    Mike Schramm
    Mike Schramm
    02.14.2012

    There are quite a few ways to make and build iPhone and iPad apps and games, but one of the most popular tools to create iOS games is the Unity engine, and that system has released version 3.5. The new version offers a number of improvements and upgrades, with lots of new particle and lighting and rendering effects to make games look better than ever, as well as improvements in the standard AI and pathfinding code for enemies, and lots of improvements to performance and memory. The new kit also now supports a preliminary version of export to Flash, and there's also an option to create a "native" client, which can be played in Google's Chrome browser without the use of the Unity web add-on. There are some iOS-specific updates, including support for cameras, microphone, compass, and gyroscope, as well as support for Apple's iAd program. There's Game Center support as well, though for leaderboards and achievements only -- matchmaking and voice will still require Apple's official SDK. It all sounds good, and it means the tools for developers to use to make games for iOS and other platforms are getting better and better, which of course will eventually lead to better games for players. Unity's SDK can be downloaded for free from the company's website, and of course there are pro subscription programs for bigger developers. Show full PR text Unity Technologies Releases Unity 3.5 SAN FRANCISCO, CA--(Marketwire - Feb 14, 2012) - Unity Technologies, provider of the Unity multi-platform engine and development tools, is proud to announce that Unity 3.5 is now available for download. This latest update is one of the biggest additions to Unity since its inception and includes major new features and a multitude of improvements, tweaks, and optimizations. Unity 3.5 is a free update for all developers using version 3.0 or higher of the Unity development platform. "This is one of the most spectacular additions we've ever made to Unity," said David Helgason, CEO, Unity Technologies. "Recognizing that Unity was being pushed harder and harder, we launched our initiative to upgrade Unity with high-end capabilities that larger studios are accustomed to and smaller studios usually don't have access to. We want to make Unity the best choice for everyone and Unity 3.5 is a massive demonstration of our commitment to that goal." The Unity development platform, one of the most popular in the world with more than 800,000 registered developers globally, combines a powerful engine with an intuitive set of development tools in one complete package. "We are incredibly proud of this release and I think it's our strongest yet," said Nicholas Francis, Chief Creative Officer, Unity Technologies. "A year ago, we took a deep dive and began working on developing features for more complex projects and larger teams. It took hard work to do this while preserving the intuitive and usable design that makes Unity so popular, but we are sure that developers using Unity will be as happy with the improvements as we are." Throughout its history, Unity Technologies has continued to rapidly enhance Unity and the 3.5 update provides a long list of additions and improvements: Effects New in Unity 3.5, the highly optimized Shuriken particle system provides artists and programmers with complete control over particle-based visual effects. Shuriken is a curve and gradient-based modular editor, with hierarchies and sequencing capabilities that allow for many particle systems to stay synchronized. Pathfinding and Obstacle Avoidance Improvements to AI provide accurate pathfinding along complex pathways and natural movement through crowds. Game developers can bake navigation data in the editor and let Unity's high-performance path-finding and crowd simulation take over at runtime. Lighting and Rendering Developers can create jaw-dropping visuals with linear space (gamma correct) lighting and HDR rendering, and render them faster than before with Unity 3.5's brand new multi-threaded renderer. Also new to Unity 3.5, light probes add life and realism to lightmapped scenes without the high cost of typical dynamic lights. The addition of light probes to Unity's lighting system allows for baked lighting on characters and other dynamic objects. New Platforms Unity 3.5 supports Native Client as a new deployment platform. Native Client allows for near native speeds within the Chrome browser, without the need for installing the Unity Web Player. Unity 3.5 also ships with the preview release of the Flash deployment add-on, which has already been used by 50,000 developers. Performance Improvements Unity 3.5 includes a completely re-written integration of Umbra's occlusion culling system. The result is incredibly fast and works with terrains and dynamic obstacles such as doors. When combined with Unity's new built-in level-of-detail support, it gives large-scale games the performance boost that they need. Better Collaboration Tools The Asset Server license, Unity's add-on for teams and collaboration, has been enhanced with new features that add greater performance and flexibility. The addition of Unity's cache server dramatically speeds up collaboration on projects of all sizes, and a new developer API for third-party version control solutions, such as Subversion and Perforce, allows larger teams to work more efficiently. To reflect these changes, the product has been renamed the "Team License," and made available as an add-on for all Unity users. Additional Improvements The update includes other improvements such as a new GPU profiler, a fully pluggable Social API to implement social gaming, and low-level audio buffer access to create music games, and directional lightmaps support to name but a few. For a complete list of additions and improvements, please visit http://unity3d.com/unity/whats-new. Pricing and Availability This is a free update for all Unity 3 users. Pricing otherwise remains the same. The entry-level product, Unity, is free for commercial use. The premier product, Unity Pro, remains $1500 per developer seat. For a complete list of products and pricing, please visit http://unity3d.com/shop. To download the free and feature-packed Unity for creating games and other interactive applications, visit http://unity3d.com/download. About Unity Technologies Unity Technologies is the creator of Unity, an intuitive and flexible development platform used to make wildly creative and intelligently interactive 3D and 2D content. The "author once, deploy everywhere" capability ensures developers can publish to all of the most popular platforms. Unity Technologies boasts a thriving community of 800,000 registered developers including large publishers, indie studios, students and hobbyists. Unity Technologies aggressively re-invests in its award-winning 3D development tools and democratization initiatives, such as the Asset Store digital content marketplace and Union game distribution service, in order to remain at the forefront of innovation. Unity Technologies is headquartered in San Francisco and has offices in Canada, Denmark, Lithuania, Sweden, the United Kingdom, Japan and Korea. For more information, visit: http://unity3d.com. Facebook: http://www.facebook.com/unity3d Twitter: http://twitter.com/unity3d Unity and all other product names are trademarks of Unity Technologies or its subsidiaries or affiliates. All other product names and trademarks belong to their respective holders.

  • Pathfinder Online promises to let players stumble into adventure

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    02.01.2012

    Pathfinder Online is still too early in the development process to do much more than talk about principles, but said principles are certainly of interest to fans. The most recent development blog about the project discusses that game's PvE arm, which is meant to be an important part of the game without being the sole driving force. Instead of the game being driven by players going, gathering quests, and then going out to kill monsters, the development team hopes to create an environment where players go out to do something and then find themselves in the midst of a quest. Four basic types of interconnection are outlined, ranging from wandering monsters to potential beasts attracted by overharvesting an area. (Cut down too much wood in an area and wood-dwelling creatures my start attacking lumberjacks... or some nasty flying monsters might decide the cleared area would make for an excellent nest.) It's certainly an interesting set of principles going into design, making the entry well worth a read for sandbox enthusiasts.

  • A WoW player's guide to The Old Republic

    by 
    Matt Daniel
    Matt Daniel
    01.20.2012

    Whether you're a longtime World of Warcraft player or someone who's just recently tried the game and fallen in love with it, you're probably aware that there are other MMORPGs out there. Recently, the game that's been getting the most press is Star Wars: The Old Republic. And if you've sat down and tried it out as a veteran on World of Warcraft, you probably had some idea of what was going on when you started playing, with the only initial speedbump being the lack of an auto-attack feature. But there's more to the game than combat and more things that might trip you up in the long run. So Eliot Lefebvre and Matt Daniel are here to help you out with a massive guide to coming into TOR when you're accustomed to the environment of WoW. Take a skip past the break to find out almost everything you'll need to know when converting from the world of Azeroth to the galaxy of Star Wars: The Old Republic.

  • Blizzard continuing to make big mechanical changes to Diablo III

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    01.19.2012

    While there's still no release date set for Diablo III, it seems the release may be further off than some players were guessing, judging by the latest round of sweeping system overhauls. A new post by game director Jay Wilson goes over several major changes being made to the game, starting with the fact that Scrolls of Identify are gone. You have a short casting time to identify and item and that's it, with no need to carry around a separate item. The latest changes also remove the Mystic artisan, the Cauldron of Jordan, and the Nephalem Cube. The latter two were removed due to the inclusion of a Town Portal button, making trips back and forth far easier, while the Mystic artisan lacked a sufficiently defined role amidst other item modifications. There's also a major stat overhaul, which reduces the core attributes to Strength, Dexterity, Intellect, and Vitality. They're far-reaching changes, and only time will tell how much their impact might slow the game's release as the team tests the altered systems.

  • The Mog Log: Forward impressions of patch 1.20

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    12.17.2011

    As I write this, patch 1.20 is not actually live just yet. All I have to go on is a monster list of patch notes and the various previews we've been given thus far. Of course, by the time you're reading this, the patch will have released, and I have no doubt that some people will have played through everything it has to offer a couple of times over. So I'm working at a bit of a disadvantage. In some ways I'm actually not in that terrible a spot. The last two patches have done great things for Final Fantasy XIV, and the patch notes are long enough that I can at least make some reasonable guesses about how things will play out. So I'm going to do precisely that, with the obvious caveat that I might be punching at the wind. Long story short: I'm confident about this patch; only a few bits irritate me.

  • Lord of the Rings Online overhauling currencies into a single standard

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    12.09.2011

    The great thing about token-based currencies, such as those found in Lord of the Rings Online, is that they allow players to acquire rewards based on steady progress rather than on the whims of a random drop. The awful thing is that you can wind up with huge vaults covered in several dozen different currency types, which is also found in Lord of the Rings Online. Fortunately, as the newest developer diary outlines, the currency is being consolidated down and shifted to a very straightforward system with just three reward types: Marks, Medallions, and Seals. Marks are being used in a manner functionally similar to Skirmish Marks at the moment, while Medallions take the place of higher-end dungeon content and Seals are the best of the best. Players will have most of their currencies automatically converted based on the currency type, although Superior Fourth Marks will need to be manually exchanged for Medallions or Seals at the player's discretion. Players will ultimately have an easier time getting the rewards they need in a straightforward fashion with this update, and that's to the benefit of everyone.

  • Storyboard: Family legacy

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    12.02.2011

    The problem with providing systems for roleplayers is that pretty much every system developers try hits snags. Case in point: Star Wars: The Old Republic's Legacy system. For those of you who haven't yet heard about the system, please let us know how you're getting the site in 1980s Siberia. But I'll gloss over anyway: The core element of the system is that when you hit a certain point with a character, you pick a surname to unlock as your "Legacy" for all characters on that server. As you advance with more characters, you gain more benefits from the Legacy and so on and so forth. What we're really concerned with is the surname part because that's the part that matters to roleplayers. Being able to make a character's overall tree a tangible thing is a powerful element. It allows you to actually play a family, or at the very least, a linked coalition of characters. Unfortunately, while the idea works well, the problem is that surnames are so important that I almost wish that the system had a different way of tying the elements together.

  • Dragon Nest launches Theater of War update for PvP

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    11.15.2011

    At a glance, it might seem like PvP doesn't require as many updates as PvE -- after all, player conflict is providing most of the actual challenge, so updates are mostly just providing players new ways to take part in combat with one another. The newest Dragon Nest update, Theater of War, is all about precisely that, giving players new combat modes and match sizes to ensure that player combat stays lively. The new updates adds a 3v3 option to ladder matches, allowing smaller and more close-knit groups the option to take part in serious competition. There's also the addition of a free-for-all match type, with players able to take on everyone for supremacy. And then there's the new Protect Mode, challenging both sides to keep one player designated as the Captain alive while slaughtering the other side's similarly important Captain. Take a look at the trailer for the update just past the cut to give you an idea of what the modes will look like in play -- it's not new dungeons, but if you're fond of facing off against other players, it's even better.

  • A Mild-Mannered Reporter: Choose your side or don't

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    10.26.2011

    Do you remember Going Rogue? Of course you do, even if it's had some of its thunder retroactively stolen by City of Heroes Freedom. And of course you remember that one of its big selling points -- its only selling point at launch for existing characters, arguably -- was that you could swap between the alignments of the game. Villains could become Heroes, go back to being Villains, hang out as a Rogue for a while, and so on. It seemed like the sort of thing that would be a real game changer. Well, it's been more than a year since we first started seeing the groups swap sides, and surprisingly enough -- or not -- the much bigger change was in the business model alteration and the ensuing changes to the game environment. Not that I'm complaining, mind you, but it brings to mind a question: Has there really been any long-term effect of the alignment system? If you aren't roleplaying the swap, does being one faction or the other even matter in the long run?

  • Some Assembly Required: How to screw up your sandbox

    by 
    Jef Reahard
    Jef Reahard
    09.30.2011

    Between bouts of Global Agenda, Age of Conan, and a stack of single-player games, I've been taking my own advice lately and looking for a new sandbox. The end of Star Wars Galaxies is forcing my hand, and I figured I'd better start now if I don't want to be stuck with nothing to play on December 16th. While there is a veritable ton of different sandboxes to choose from, I must admit to being a bit frustrated with nearly all of them. If it's not one thing, it's another, and most are such glaring deficiencies that I can't help but wonder what was going through the minds of the development teams during the construction process. Join me after the cut for a few things you should consider if you're making an MMORPG sandbox.

  • Materia system detailed for Final Fantasy XIV

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.26.2011

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

  • Final Fantasy XIV opening up the Grand Companies

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    07.15.2011

    They've been previewed on the main page, they've been hinted at in quest texts, but the Grand Companies of Final Fantasy XIV haven't been seen in the game -- at least, not until now. Along with all of the mechanical shifts, patch 1.18 is also bringing the long-awaited organizations into play, offering players new opportunities for adventure and advancement. A new official preview has placed the process for joining the Companies and adventuring with them in the spotlight, giving a clearer picture of what can be expected from the upcoming patch. As previously noted, there will be a company in each of the three city-states, but players are not required to join the company corresponding to their home state. Rather, characters past rank 22 will be presented with a mission, and success will give the opportunity to join the company. There will also be a new part of the UI added to track a character's standing with the Company of choice. The full preview should help get Final Fantasy XIV players excited for the patch, due to release late next week.

  • The Anvil of Crom: Can AoC Unrated keep up with the Joneses?

    by 
    Jef Reahard
    Jef Reahard
    06.26.2011

    Sooooo, City of Heroes and LEGO Universe caught the free-to-play bug this week. Fallen Earth did so the week before. What does this have to do with Age of Conan? Quite a lot, if you think about it, and that's what I'm given to doing every week around this time as I sit down to hum a few bars relating to Funcom's Hyboria. In case you've forgotten (and it's easy to do thanks to the rash of announcements lately), Age of Conan is gearing up for its own version of freemium MMORPG madness. At this point it's anyone's guess as to when the big day will actually roll around, though, and the longer Funcom waits, the more it concerns me.

  • Lost Pages of Taborea: Comparing RIFT's looting and multi-class systems to Runes of Magic's

    by 
    Jeremy Stratton
    Jeremy Stratton
    06.20.2011

    Sometimes I feel like I'm playing the best MMO that no one's ever heard of. Lately, all I see are new games on the horizon that promise new flexible class systems, better functionality in old standard mechanics, improved pet systems, and so on. Every time I read these press releases, announcements, or blogs, I lean back, tilt my head a bit and say, "Interesting. But Runes of Magic already does that." It's why I have a lot of faith -- even if I disagree from time to time -- in Runewaker. The company has made all these great systems that are exactly what newer games are promising, and players are stoked about it. It really has me wanting to embark on a series comparing systems between RoM and other MMOs. RIFT has bulk-looting and class combining that I want to compare with similar features in RoM for this week's Lost Pages of Taborea. I'm tired of feeling like I'm playing an MMO no one's heard of, even if it isn't true -- RoM is very popular and it keeps growing at a fast pace. But dagnabbit, sometimes I want to tell everyone RoM did it before the other guy gets all the credit. Let's look at RoM's dual-class and pet systems to compare looting and multi-classes between these two games.

  • The Dawn a bit further off for Mortal Online

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    05.19.2011

    When Mortal Online first announced its far-reaching expansion, Dawn, it was a little hard to believe. (The day the news first came out didn't help matters, certainly, as it was announced on April 1st.) But it's a very real thing, and players of the game have no doubt been hotly anticipating its release. Unfortunately, as it turns out, the release date of Dawn has now been pushed back to the end of the month at the earliest and the beginning of June at the latest. So what's behind the delay? The newsletter explains that there was a server issue which required some reworking, with the caveat that the required updates have ensured Dawn will be even better. Mortal Online players can assuage the wait at least a bit by reading the extensive article by Black Opal detailing several of the expansion's features, including explanations of the new gathering system, Task system, and new styles for housing and buildings.

  • The Mog Log: Starting fresh in Final Fantasy XIV

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    04.30.2011

    You've just started Final Fantasy XIV. You have your introductory storyline quests designed to give you an idea of where the various guilds are and what's going on within the city, and then you're essentially left to twist in the wind. And now you've happened upon the immortal and entirely reasonable question -- what in the world am I supposed to do now? In a way, Final Fantasy XI had an easier time here. It barely pretended it was going to give you a structure, instead opting for "here, go give this coupon to that guy and get out of my sight." You were better prepared to start making up what you would do as you went along. Plus, no matter what, you could step out the front door of the city and start killing bees, or rabbits, or whatever the heck you're supposed to do in Windurst. Still, the games share elements of the same structure (or non-structure, to be more accurate), and so there are some lessons to be taken from starting up in Final Fantasy XI, as I've learned from helping to coach someone just getting started in Final Fantasy XIV of late. Whether you're new to the game or starting fresh on your return, let's look at where you go after the initial quests have worn off.

  • A new kingdom awaits in Vindictus patch 1.23

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    03.24.2011

    There's more to Vindictus than just hacking and slashing everything into a bloody red mist, and with the game's latest update, that statement is more true than ever. Patch 1.23 has just arrived, bringing with it a variety of new content for the free-to-play action title, starting with the brand-new kingdom of Rocheste. Players at level 22 or higher will be able to travel to the new area filled with new vendors and quest NPCs as well as enjoy the start of the brand-new Expertise system for crafting items. But maybe you're not too concerned about all of that fluff and want to cut things to ribbons. The update is catering to you as well with the level cap bump to 70 and the addition of two new transformations for your character. Along with an increased AP cap, new armors, and a new dueling system, there's plenty of opportunity for Vindictus veterans to enjoy the game's signature gameplay. Take a look at the full patch notes and get ready to enjoy all of the new additions, along with several upcoming events for the game.

  • The Soapbox: You don't know what you're hungry for

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    12.21.2010

    Disclaimer: The Soapbox column is entirely the opinion of this week's writer and does not necessarily reflect the views of Massively as a whole. If you're afraid of opinions other than your own, you might want to skip this column. If there's one thing that binds almost every player together, regardless of game or anything else, it's the fact that we're a bunch of demanding little snots. Seriously, we want pretty much everything in place at the moment a game launches, to the point that we begin hollering bloody murder if even a scrap of a game is considered missing. And it doesn't matter what sort of player we are, either. Whether you're a hardcore endgame enthusiast or an altoholic in love with low-level PvP, you want the game tuned, and you want everything in its right place. The funny thing is that in our demands for what we want, sometimes we never stop to ask why we want something in the first place. And it cuts both ways. Sometimes we think that something is an absolute necessity when it isn't really needed... and sometimes something that never even pops into our heads is an important element to what makes a game fun.