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PAX 2011: TERA producers reveal server vs. server endgame content
August 27, 2011

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TERA - Velika cityscape
This year's PAX Prime doesn't feature an En Masse Entertainment booth for TERA, but the company did host an informational shindig for journalists and fans at its offices in downtown Seattle over the weekend. Producers Chris Hager and Stefan Ramirez ran the show, and the presentation focused heavily on the action MMO aspects as well as the game's depth.

The show started with a repeat of the recent Castanic healer video, and from there Hager and Ramirez set about profiling the game's mechanical aspects (including the combat, glyph, and crystal systems). The presentation was geared towards folks who haven't really kept up with TERA, as there wasn't much discussed that we haven't known about for a while. Aside from the action talking points, we also got bits about story, the details on the political and vanarch systems, and some info on the argons.

En Masse also trotted out the first mention of its plans for server vs. server combat. The system is designed to provide additional endgame content via PvE and PvP. "It's going to have players from other servers coming to your territory, on your server, and invading your space," Hager explained. He went on to mention how guilds will need to ally with one another to repel the invaders, and if the alliance proves strong enough, take the fight back to the invaders' home turf. En Masse was very coy about the details on this new system, and we expect more information will be forthcoming as we move toward TERA's spring 2012 release date.

Finally, we managed some quality hands-on time with the game during the event, so check in with us periodically this weekend and we'll bring you a detailed report.

Massively's on the ground in Seattle during the weekend of August 26-28, bringing you all the best news from PAX Prime 2011. Whether you're dying to know more about SWTOR, Guild Wars 2, City of Heroes, or any MMO in between, you can bet we'll have it covered!

MassivelyPAX 2011: TERA producers reveal server vs. server endgame content originally appeared on Massively on Sat, 27 Aug 2011 12:00:00 EST. Please see our terms for use of feeds.

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The Tattered Notebook: Jeremy and I go house-hunting
August 27, 2011

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As I write this, EverQuest II's Game Update 61, The War of Zek, is about to hit live servers. There are several exciting changes on the way, including the itemization revamp, two new scalable dungeons for levels 60-90, a new AA tree for tradeskillers, an AA revamp, and a new questline that gives the Fae and Arasai the ability to fly. For those at the level cap, there is a new dungeon and raid zone that continues the overarching storyline, and all stats are now uncapped. Those who like questing can find new content in Eastern Wastes. And everyone can now record her adventures on YouTube with a new Video Capture system.

There's a plethora of new content that will appeal to both new and veteran gamers, but of all the additions, the one that's most intriguing is the new house rating system. Players will now be able to design, showcase, and rank each other's homes. The housing directory will also make it a lot easier to find and visit players' homes, something that was increasingly difficult to do because of all the different types of homes -- and addresses.

As it so happens, Massively's Jeremy Stratton, who pens the Runes of Magic column Lost Pages of Taborea, has been spending quite a bit of time over in EQII's Norrath and fell in love with the housing system. This week's Tattered Notebook features Jeremy's impressions of housing in EQII, and then he and I present a few tips for those who are interested in showcasing homes through the new system.

Continue reading The Tattered Notebook: Jeremy and I go house-hunting

MassivelyThe Tattered Notebook: Jeremy and I go house-hunting originally appeared on Massively on Sat, 27 Aug 2011 13:00:00 EST. Please see our terms for use of feeds.

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PAX 2011: WildStar panel discusses playing with paths the Bartle way
August 27, 2011

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I'm lost at sea, don't bother me, I've lost my way.
Before Gamescom, WildStar was nothing more than a title without a hint of what the game would actually promise. But now that the game is being shown off, the combination of a unique aesthetic with a promise of uniquely focal gameplay has gotten a lot of people interested. The visuals, of course, have already been well-displayed by the trailers and preview shots, so this year's panel at PAX 2011 focused instead on the other half of the equation: the paths.

The panel began with a brief viewing of the game's cinematic trailer to kick things off, followed by an explanation of the game's core design philosophy. As the team from Carbine Studios (Jeremy Gaffney, Eric DeMilt, and Mike Donatelli) put it, most games are built with a basic set of design assumptions that push players in a fixed direction determined by the designers. WildStar was built from the ground up to let players enjoy the game when they want to, with whomever they want, and most importantly however they want. The paths are the key to that system -- multiple overlaid playstyles that ensure you have your own play experience no matter what class or race you pick.

Continue reading PAX 2011: WildStar panel discusses playing with paths the Bartle way

MassivelyPAX 2011: WildStar panel discusses playing with paths the Bartle way originally appeared on Massively on Sat, 27 Aug 2011 14:00:00 EST. Please see our terms for use of feeds.

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The Mog Log: Land and Hand rising
August 27, 2011

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The Mog Log header illustration by A. Fienemann
Two big pieces of news came out of the development pipeline for Final Fantasy XIV over the past couple of weeks. First, we're seeing a big streamlining process coming to crafting. Second, we're seeing a brand-new stealth ability for Disciples of the Land and only Disciples of the Land. Like clockwork, the former has already started prompting questions about dumbing down the game or stripping out the fun of crafting, and the latter has prompted all sorts of questions about balance and whether or not it's removing something integral to the game.

Of course, we've also seen no shortage of people happy about both of these changes; I don't mean to imply that there's some sort of uniform opposition to this approach. And these are big changes, without a doubt. Coeurl Step essentially removes monsters from the equation for all but the rarest gathering attempts, and changes to synthesis greatly simplify the system's overall level of complexity. It's easy to see both of these as negatives, but it's also easy to see both of them as positives when you look at the roles of the classes in the game and the overall thrust of the changes.

Continue reading The Mog Log: Land and Hand rising

MassivelyThe Mog Log: Land and Hand rising originally appeared on Massively on Sat, 27 Aug 2011 15:00:00 EST. Please see our terms for use of feeds.

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One Shots: Stop and smell the tree
August 27, 2011

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RIFT tree screenshot
Today's One Shot comes to us from reader Johanis, who describes a special tree in RIFT that caught his character's eye:
While questing in RIFT, my Rogue Simbala has so often run by this tree located near Hammerlord Post in Moonshade Highlands and admired how it stretches over the road. Each time, she stops to admire its beauty and the way its pink leaves slowly blow off into the wind and the glow it casts. In all my travels so far in RIFT, this spot is memorable.
We're looking at the best MMO environments all this week, but next week we'll be revisiting another old favorite of One Shots: bug week. Whether it's unwanted guests in cutscenes, funny graphic glitches, or a prank you played on a buddy, we want to see. Send your screenshots in to oneshots@massively.com and we'll feature them in next week's One Shots!

MassivelyOne Shots: Stop and smell the tree originally appeared on Massively on Sat, 27 Aug 2011 16:00:00 EST. Please see our terms for use of feeds.

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The Secret World's beta signup postponed
August 27, 2011

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The Secret World - secret war map
Those of you all hot and bothered for the start of The Secret World's beta registration event will need to avail yourselves of a cold shower (or at least a couple of tall, cold adult beverages). Funcom has announced that its ARG-infused signup event is not quite ready for prime time, and there's no time table on the rescheduling, either.

A blurb on the game's website delivers the official "we're deeply sorry for the inconvenience" yada yada and also goes on to say that the registration for The Secret War event is delayed "until further notice."

We'll keep our eyes peeled, and our heads on a swivel, as it's no doubt the fault of those dastardly Illuminati.

[Thanks to Paul for the tip!]

MassivelyThe Secret World's beta signup postponed originally appeared on Massively on Sat, 27 Aug 2011 18:00:00 EST. Please see our terms for use of feeds.

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China and Korea partner to form a $46M investment fund for game developers
August 27, 2011

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Three Kingdoms Online
It may seem like a case of strange bedfellows -- China and South Korea aren't exactly buddy-buddy -- but through the magic of gaming, the two countries are growing closer than ever before. Recently, Chinese company Kunlun announced that it's partnering with the Korean government to whip up a $46 million investment fund for game developers.

Kunlun is a major player in China, claiming a respective 20% of the market in the country with over $187 million in sales last year, enough to take second place. The company owns Koramgame, an MMO publisher that's made inroads with both the Chinese and Korean markets with titles like Three Kingdoms Online and Dynasty Saga. Koramgame already has over two million subscribers worldwide.

Koramgame's Joe Zhou hopes that it'll capture a slice of the American pie, too: "We are catching more and more attention from North American gamers now."

MassivelyChina and Korea partner to form a $46M investment fund for game developers originally appeared on Massively on Sat, 27 Aug 2011 19:00:00 EST. Please see our terms for use of feeds.

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Massively exclusive: Luvinia Online enchants, crafts, enhances and reshapes
August 27, 2011

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Luvinia Online
On the last exciting episode of Luvinia Online Exposé, Outspark shared with us some of the design plans and interesting mechanics behind its gear system for this upcoming title. Today, it's all about enchanting -- the interesting art of taking something and pimping the heck out of it -- and other cool ways to customize the items in your inventory.

So what does Luvinia's system for gear upgrades look like, and how can players best utilize these features to fine-tune their characters' potential? We'll let the devs at Outspark answer this for themselves:

You gotta have options

Last time we talked a little bit about some ways to make what you've got even better with energy stones. While the energy stones are temporary and add quite a bit of personalized bang for the buck, there are also a few ways to permanently update your gear to better suit your role. The two big ones we'll cover are enchanting and card placement, but there are a few other tricks in game to help you too.

Continue reading Massively exclusive: Luvinia Online enchants, crafts, enhances and reshapes

MassivelyMassively exclusive: Luvinia Online enchants, crafts, enhances and reshapes originally appeared on Massively on Sat, 27 Aug 2011 20:00:00 EST. Please see our terms for use of feeds.

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The Daily Grind: What are you looking forward to at PAX Prime?
August 26, 2011

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Special thanks to our own Larry Everett for the header image.  Sorry, no joke in this alt text.
It's something of a tradition here at Massively when there's a major convention just around the corner to ask our readers what they're looking forward to seeing. We like to know what other people are interested in, after all, and while we can certainly attest to our own excitement, that's nothing compared to what you'd like to see. Heck, if you're not quite sure what there is to look forward to, we've even got a handy-dandy guide to all of the stuff promised to be on display.

So what are you looking forward to for this incarnation of PAX Prime? There's a heavy MMO lineup, ranging from current darlings Guild Wars 2 and Star Wars: The Old Republic to the much-discussed newcomer WildStar. Which of the many exhibitors are going to have you watching the news, or possibly traveling all the way out to Seattle? Or are you just not all that interested in all the proceedings?

Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!

MassivelyThe Daily Grind: What are you looking forward to at PAX Prime? originally appeared on Massively on Fri, 26 Aug 2011 08:00:00 EST. Please see our terms for use of feeds.

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The Secret World's business model to feature subs and cash shop
August 26, 2011

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The Secret World - boss fight
Funcom has taken the wraps off its business model for The Secret World, and the upcoming horror-conspiracy MMORPG will ship with a traditional subscription model. That's not all, though. In a post on the official forums, community manager Oliver "Tarib" Kunz says that the game will also feature microtransactions and a cash shop.

The blurb mentions Funcom's desire to steer clear of "pay-to-win" scenarios by limiting the item store to clothing and convenience items. "Character power in The Secret World will be determined by how well you play the game, not how much money you are willing to put into it," Kunz writes.

MassivelyThe Secret World's business model to feature subs and cash shop originally appeared on Massively on Fri, 26 Aug 2011 09:30:00 EST. Please see our terms for use of feeds.

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