Virtual World News
Filed under: Sci-fi, Game mechanics, Previews, News items, Star Wars: The Old Republic
Companions are one of the main features of Star Wars: The Old Republic, but they're also sometimes very limiting. Depending on your class and spec, you can find yourself with only one or two companions with useful abilities. But that's partly by design; according to the latest community Q&A, the distinctiveness of companions is both a result of their abilities and their personalities. The team has no plans for making companions more interchangeable, at least for the moment.If you were hoping for better news, don't fret, as the other answers are a fair bit more positive. The technical hurdles preventing some classes from having a modifiable offhand are being looked into, and the answers also delve into the details of adding a new augment slot to existing modifiable items. There's also a discussion of the different rates of gear acquisition for players on the PvE and PvP progress tracks, along with a variety of other answers for players of several stripes.
Star Wars: The Old Republic answers questions on companions and modifications originally appeared on Massively on Fri, 11 May 2012 23:00:00 EST. Please see our terms for use of feeds.
Filed under: Business models, Game mechanics, MMO industry, Opinion, The Daily Grind, Miscellaneous
Western players gripe about random number generators, especially when it comes to cash shops. Many of us rebel against paying for lockboxes in Star Trek Online, TCG cards in the now-defunct Star Wars Galaxies, and super-packs in City of Heroes because we want to buy a thing, not a chance at a thing.Apparently, the idea annoys at least one government too. Earlier this week, rumors began swirling that the Japanese government might crack down on social games that employ "konpu gacha" -- essentially a crafting mechanic that requires a succession of lottery-esque random rolls. To gather the random and rare items you need to craft the gizmo you really want, you wind up spending tons of real cash on a bunch of stuff you don't. Sound familiar?
I'm not a fan of legislative meddling in how fools and their money are parted, but I'm still wondering what you all think. Are these kinds of cash-shop tricks fair play, or do you think the genre would be better off without them?
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!
The Daily Grind: Are cash-shop lotteries a black mark on MMOs? originally appeared on Massively on Sat, 12 May 2012 08:00:00 EST. Please see our terms for use of feeds.
- Source: Image credit
Filed under: Massively Meta, Miscellaneous
With Ms. Lady and I solidly moved into our new apartment, we face a new problem. Specifically, we face the problem of having a substantial need for furniture and not nearly enough furniture to meet that need. So we've absconded to the almost adjacent Crate & Barrel, which is a lot like Ikea except made of something sturdier than corrugated cardboard. Maybe not much, but it's a game of degrees.But you didn't come here to read about my furniture shopping. Well, not just my furniture shopping, anyway. You came here for this week's installment of WRUP, wherein we of the Massively staff discuss our plans for the weekend. We also talk about whether or not we mourn the games that never saw widespread release, if any. So jump on down past the break to see what we're up to over the weekend, and let us know what you've got planned in the comments!
Continue reading WRUP: Shopping for furniture edition
WRUP: Shopping for furniture edition originally appeared on Massively on Sat, 12 May 2012 10:00:00 EST. Please see our terms for use of feeds.
Filed under: Fantasy, Lord of the Rings Online, Patches, Free-to-play, The Road to Mordor
Without fail, the second I'm done writing this column for Massively, Turbine releases the big news of a major patch, and I have to wait a whole week to talk about it. In the case of Lord of the Rings Online's Update 7, I'm not that upset. I definitely was underwhelmed by it all initially, but now that I have had a whole week to digest it, read through the test server notes, and scope out the Moria dev diary that was posted, I feel like I'm in a much better position to talk about it.So what does this game update mean for you? That's a good question, and it really depends on where you are in your leveling journey. New players won't be fazed by it whatsoever, but both mid-game and endgame adventurers are going to have some new (and reworked) content to devour. I am heartened that Turbine doesn't have tunnel-vision for the endgame and is still willing to go back and examine what does and doesn't work about its earlier content.
So let's walk through the major highlights of Update 7: Shades of the Past and give it the ol' Road to Mordor analysis, shall we?
Continue reading The Road to Mordor: What Update 7 means for you
The Road to Mordor: What Update 7 means for you originally appeared on Massively on Sat, 12 May 2012 12:00:00 EST. Please see our terms for use of feeds.
Filed under: Fantasy, EverQuest II, Business models, Economy, Opinion, Free-to-play, The Tattered Notebook
What a long way EverQuest II's come! If you had said back in 2004 that the game would not only go free-to-play but have microtransactions and emerge largely intact, I probably would have run to get my pitchfork. But here we are in 2012, and EQII's website has a huge green button that says "Play Free" in big letters, with a long list of special deals on station cash and Marketplace items.In this week's Tattered Notebook, I want to look back at the evolution of EQII to see how it successfully transitioned while gauging where it's headed down the road when it comes to its payment model. The official move to free-to-play might seem like the final hurdle, but I think we still have a few more around the bend.
Continue reading The Tattered Notebook: Learning from EQII's free-to-play model
The Tattered Notebook: Learning from EQII's free-to-play model originally appeared on Massively on Sat, 12 May 2012 14:00:00 EST. Please see our terms for use of feeds.
Filed under: Fantasy, Classes, Game mechanics, Opinion, Consoles, Final Fantasy XIV, The Mog Log
Pet classes and I have an odd relationship. I don't generally like them, but I like having them there, and when they're done right, I'm very fond of the option. Final Fantasy XIV currently has a grand total of none of them; we have not even a summoner or beastmaster to call our own, but we've been told that this is all changing in version 2.0. And with November just half a year away, it's time to start thinking about what form these pets are going to take.Of course, this isn't virgin territory for the game series. Final Fantasy XI featured four different pet classes, which have had differing levels of success over time. And even though Final Fantasy XIV isn't meant to be Final Fantasy XI in a new skin, the game can certainly take some inspiration from its predecessor even while forging a unique legacy. And hey, we've got at least three of the four pets from the previous game in Eorzea at this point. So let's talk about the past set of pets, where we are in the present game, and how those systems might make it into the main game.
Continue reading The Mog Log: A look forward to Final Fantasy XIV pets
The Mog Log: A look forward to Final Fantasy XIV pets originally appeared on Massively on Sat, 12 May 2012 16:00:00 EST. Please see our terms for use of feeds.
Filed under: Sci-fi, Game mechanics, MMO industry, PvP, News items, Star Trek Online, Free-to-play
How many times have you read a forum post that says insert-random-MMO's PvP sucks? Well, in Star Trek Online PvP actually does suck, and that's straight from the mouth of a developer. It's so bad, in fact, that Dan "Gozer" Griffis makes no bones about the fact that it could even be removed from Cryptic's sci-fi MMO."Right now because PVP is in such bad shape we (the developers) have to decide if we think we can turn this problem around. Participation in PVP-related activities is so low on an hourly, daily, weekly, and monthly basis that we could in fact just completely take it out of STO and it would not impact the overall number of people [who] log in to the game and play in any significant way."Griffis goes on to say that he is the only developer currently working on PvP, and as such he has to make some hard choices. He has a plan, and though he hasn't shared specifics on it yet, he says there are huge changes in store over the next year.
[Thanks to everyone who sent this in!]
Cryptic developer: Star Trek Online PvP is 'fail' originally appeared on Massively on Sat, 12 May 2012 18:00:00 EST. Please see our terms for use of feeds.
- Source: STO forums
Filed under: Fantasy, Aion, Contests, News items, Free-to-play
As one of 3.0's most anticipated features, player housing brought a whole new facet of gaming to Aion. Along with the studios, houses, and estates, housing provided Daevas the opportunity to demonstrate their creativity and decorating flair, and players have been taking full advantage of the system. Now, NCsoft wants to reward players for sprucing up their Atreian homes with a contest titled Decorate Your Space.Think you have a pretty snazzy pad? Then show off those mad decorating skills! All Daevas over level 20 are eligible; just submit up to three unaltered screenshots of your living space via the contest thread or by email to community_aion_en@ncsoft.com by 12:59 a.m. EDT on May 19th. The top three homes judged best decorated will win special 60-day, two-drawer cabinets with an extra 18 slots of storage space.
For full rules, conditions, and the winner release form, visit the official announcement.
Aion rewarding decorating skills with contest originally appeared on Massively on Sat, 12 May 2012 20:00:00 EST. Please see our terms for use of feeds.
- Source: Contest announcement
Filed under: Opinion, The Daily Grind, Miscellaneous
Are you one of those MMO players who always seems to idle out while tending to real-life issues? I know I am, and it usually results in my finding something else to do once I discover that I've been logged out.I certainly understand why the developers add that feature, so I was pleasantly surprised to find that idling all day in TERA not only is allowed but also grants me the Full Time Job achievement, which tickled me to no end.
So what's your opinion on idling out? Should you be allowed to be AFK as long as you'd like, or should idlers always be disconnected after a certain amount of time? How much time should be allowed? Let us know in the comments!
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!
The Daily Grind: Should we be disconnected for idling too long? originally appeared on Massively on Fri, 11 May 2012 08:30:00 EST. Please see our terms for use of feeds.
- Source: Image credit: Hunter's Insight
Filed under: Betas, Fantasy, Horror, Galleries, Screenshots, Game mechanics, MMO industry, New titles, Previews, Opinion, Hands-on, The Secret World, Massively Hands-on, First Impressions
Believing in The Secret World takes a certain of amount of... faith. And I'm not just talking about Funcom's less-than-stellar reputation when it comes to bug-free MMO launches. No, the very foundation of this particular title rests on a narrative about things unseen, and that cryptic, otherworldly esoterica informed every moment of my time spent in the press beta over the last couple of days.The basic premise, of course, is that everything is true. Every myth, legend, and spook story that our rational minds scoff at has a place in this particular riff on reality.
The Secret World is also quite heretical when it comes to gameplay. It eschews the tried and true class-based approach for a complex grimoire of a skill system featuring an ability wheel made of hieroglyphs and higher math (or so it first appears). To come right to the point, though, I bought into the game almost immediately.
Continue reading Hands-on with The Secret World's Templar experience
Hands-on with The Secret World's Templar experience originally appeared on Massively on Fri, 11 May 2012 08:00:00 EST. Please see our terms for use of feeds.









