Monday, April 28, 2008

9 Free MMOs Worth Playing

Today I got my latest issue of PCGamer where they played over 60 different free MMOs and selected 9 as worth playing. I figured you guys could get some good use out of this list so here it is.


Crime Craft



Sort of like GTA except with more crime and less driving around. It uses the Unreal Engine 3 and isn’t set to be released until Spring of 2009, so its about a year away but it’ll be free to play.

www.crimecraft.com




Mythos



No suprise to see Mythos making the list. We’ve covered Mythos before, but if your not familiar with it it’s a Diablo2 clone, but a MMORPG instead of a regular RPG.


www.mythos.com


Requiem: Bloodymare



An extremely gory and bloody horror MMORPG that lives up to its name. Originally created in South Korea the game has made its way to western audiences. Currently the game is in Beta, but will be released shortly.

www.playrequiem.com


Dungeon Runner



A comical MMORPG that is a lot of fun to play and is free as long as you allow them to run an ad banner while your playing. However for only $4.99/month you have the option to remove that.

www.dungeonrunners.com


Sword of the New World: Granado Espada




An MMORPG with an anime look that at one point had a monthly fee but is now free to play. Sword of the New World allows you to control up to 3 characters which separates it from all the other MMOs out there.

swordofthenewworld.com


Holic



Currently in open beta, Holic is a MMO with a very cutsie look. What seperates this game from others is that users are able to create there own dungeouns and quests once they get far enough into the game.

holic.netgame.com


Shaiya: Light and Darkness



We covered Shaiya before so its no suprise to us that PC Gamer selected it as one of the best free games out there. Shaiya concentrates on long term development of your character and heavy PvP action. If you ever played Lineage, this game is right up your alley.


shaiya.aeriagames.com


Fiesta



Another anime inspired MMORPG from Korea, however this one suffers from horribly translated dialog. Aside from the bad translations, Kiesta is a good looking game with solid game play.

fiesta.outspark.com


Cabal Online



A solid fantasy MMORPG that doesn’t really make any breakthroughs, but features good gameplay, story and PvP via duels. Considering its free to play, if your looking for a casual free fantasy MMO, this could be the one for you.

www.cabalonline.com



Source : www.mmocrunch.com


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The lifecycle of an EverQuest 2 hotfix


EverQuest 2 Associate Producer Jennifer Gerull posted an entry on the official EQ2 developer's blog the other day, discussing the process involved in pushing out a hotfix to the game. Though she equates herself to 'George Jetson with longer hours', endlessly pushing buttons all day, it's an interesting look into Sony Online Entertainment's revision process.

As Gerull describes it, code fixes are pushed to an internal server, where the QA department can take a look at them. If the build of the game compiles nicely, it's reviewed by Quality Assurance to ensure the changes are working as intended. If the build doesn't compile nicely, some poor developer gets saddled with "a really ugly doll named 'BoB' that gets to sit on their desk until the next coder gets the "Breaker of the Build" title."

While most of the time the team waits patiently for QA to do its work, important hotfixes result in rushed phone calls and nervous waiting. Inelegantly applied solutions can have the QA team sending one or two of the items on the hotfix list back to the coding team, which in turn requires Jennifer to start a new internal update. She notes that each internal update is labeled with a letter, starting with A and working down. "A few times I've gotten all the way to L, M and N builds, but that is usually the exception rather than the rule on the number of iterations in one day. By the time we get to N, its usually time to go home and try again the next day." Make sure to read on for the full view of this process, and hints of future developer updates to come.

Source : Massively.com

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Friday, April 25, 2008

Character planning in World of Warcraft


The building of a character in World of Warcraft can be just as painful as balancing a budget by hand without a spreadsheet. The number-crunching side of the game where you have to figure out hit ratings and mana regeneration rates and dodge percentages is something that few people can say they really enjoy. This is especially true when you are nearing the end-game in WoW and you can't just count on your fingers anymore. What if there was a tool that let you play "what if" games with your character (or your planned character) to see how different combinations of gear, talent points, gems, enchants, and even buffs would affect your character? Ladies and gentlemen, boys and girls, that day is here.

Chardev.org is not only a fantastic web application, it also has a gorgeous user interface that is simple to use. You can either build a character from scratch or import your existing character from the Armory. Once you've made it that far, it's as simple as pointing-and-clicking to swap out gear, switch gems, redistribute talent points and add or remove buff effects. The display of thirty-five essential statistics remains fixed on the left side of your screen during most phases of editing process. At the present time, it only supports gear from level thirty and up but that's no real drawback. There are way too many customization options on this site to describe every one. You really need to experience it for yourself.

The Chardev site is a dream-come-true for people who enjoy playing with numbers, but hate doing the math. Check it out!

By : Massively.com

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Thursday, April 24, 2008

Stargate Worlds: Overview


Cheyenne Mountain Entertainment has partnered with MGM Interactive to adapt the popular Stargate television franchise into an online world. Powered by the Unreal 3.0 engine and staffed by MMO veterans from around the industry, Stargate Worlds allows players to experience this rich and varied universe in a new way.

The team set out to translate real world tactical combat into their MMO. While tactics will be closer to reality, the game is by no means a first-person shooter. It employs RPG mechanics. In MMOs, combat has developed a life of its own that only vaguely resembles reality. This is not the case for Stargate. Players must operate as a team, find cover and chose their spots. Their AI enemies will.

"The last thing we want to see in our world is a bunny-hopping Jaffa," Lead Designer Dan Elggren.

The initial release of Stargate Worlds concentrates primarily on the recently cancelled Stargate SG-1 television series. The show ran for a decade, and has become a favorite in sci-fi circles. Stargate: Atlantis, according to Cheyenne Mountain, is likely to be included in an expansion pack.

While tactical combat is the signature of this game, the team also promises to go the extra mile to capture some other elements of the TV series. For example, puzzles will be a large part of the gameplay experience, something not often done in mainstream MMORPGs. The team also hopes to include combat-alternatives, such as diplomacy. The TV series was never just about gun fights, and Stargate Worlds reflects that.

Players advance in SGW through a range of archetypes closely identifiable with characters from the original series. For example, the Archeologist would be similar to Daniel Jackson from SG-1.

Stargate Worlds remains in early development. No projected launch information is available at this time.

By : WarCry Network

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Wednesday, April 23, 2008

Lineage II: Choose Your Destiny This Summer




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In commemoration of the Hellbound update, eligible players will have the opportunity to swap their main class with one of their subclasses. Change your main class to one of your subclasses and enjoy playing Lineage II with a character that you love even more!

Participation & Duration Information

Those who wish to participate in the event can do so by submitting a request through the homepage. The requests made before each weekly scheduled maintenance will take effect at the following weekly scheduled maintenance.

Eligibility & Requirements

  • Each character can swap his or her main class only once; however, the request can be canceled before it goes into effect, and resubmitted again.
  • If you first request an account service (character gender change, character name change, or server transfer), you cannot request the main class change. Please resubmit your request on the following week after the account service goes into effect.
  • Once you change a character's class, the change is final and cannot be reversed. Please submit your request carefully.

Eligible Character Levels

In order to participate in this event, your desired character's main class must be between levels 75 and 80, and the subclass level must be 75 or above.
Cross-Race Limitations

  • Characters whose main class is a Warsmith, Maestro, Overlord, or Dominator are not eligible for this event.
  • If you have both Elf and Dark Elf classes as your subclasses, you cannot request one of them to be your main class since both of them can't have the opposing race's class as a subclass.

Kamael Class Limitations

The Kamael race's Inspector and Judicator are subclass-only by design, so they cannot be changed into a main class. The Kamael have unique occupations that are directly tied to the character's gender, so when you change a Kamael character's class, the gender also changes automatically. For example: If your Kamael character is female and you choose to change your main class to a Berserker, your character's gender will change to male.

Hero Status Restrictions

A Hero character can submit the class-change request only after the Hero period has ended.

Inventory Restrictions

At the time of the class change implementation, if your character is carrying more than 80 items in its inventory, the change will fail. Please check your inventory before the regularly scheduled maintenance to ensure that your character is carrying no more than 80 items.

Other Limitations

  • A character on the Public Test Server cannot participate in this event.
  • You cannot participate in this event if your account or character has been banned.
  • After you submit the class-change request, if your account is banned, the change will not take effect.

FAQ

Q: What's the purpose for having a main class/subclass change event?

A: The Hellbound update introduced a subclass level cap of 80, and a main class level cap of 85. This led to great disappointment among those players who had a greater attachment to their subclass and focused their efforts on developing that subclass. That's why we prepared this main class/subclass change event.

Q: What happens to a character's race/face/gender when the main class and the subclass are changed?

A: When the main and subclass are changed, the character's appearance follows the appearance of the main class. The gender remains the same. (All head styles are type A.) For example, for a female Elf character whose main class is Elder and subclass is Hawkeye, if you request the Hawkeye to become your main class, the main class changes into Hawkeye, the subclass changes into Elder, and the character's appearance changes into a human female character. This works a little differently for the Kamael since their classes are gender-specific. For Kamael, at the time of main/subclass change, the gender also changes into that of the main class.

Q: After changing my main class/subclass, can I revert back to my original state?

A: This offer is limited to one time only per character and you will not be able to revert back to your original state. Please remember this and make your decision very carefully. (You can cancel the request before it goes into effect.)

Q: After changing my main class/subclass, what happens to the subclass certified skills and certificates that I acquired?

A: When you change your main class/subclass, all previously acquired subclass certified skills are reset, and previously acquired certificates are removed. In addition, subclass certificates that were acquired during the certificate exchange event are also removed. You must reacquire the subclass certificates again after the main class/subclass change.

Q: Can I change my second and third sub-class into the main class as well?

A: A request is possible if the main class is between levels 75-80 and the subclass is above level 75, be it the first, second, or third subclass. In this case, the main class changes into the requested second or third sub-class.

Q: Can I participate in the event if my main class is a Warsmith, Maestro, Overlord, or Dominator?

A: Warsmith, Maestro, Overlord, and Dominator are, by design, classes that cannot be subclasses. As such, they cannot be changed into a subclass. If your character's main class is any of these classes, the request cannot be made.

Q: Can the Kamael's hidden subclasses Inspector and Judicator be changed into a character's main class?

A: Inspector and Judicator are designed to be subclasses only, so they cannot be changed into a character's main class.

Q: My main class is Human, my first subclass is Elven, and my second subclass is Dark Elven. In this case, is a request permitted?

A: Within the game, an Elf cannot have a Dark Elf subclass, and a Dark Elf cannot have an Elf subclass. If you have two or more subclasses, and if the one you wish to change into the main class is an Elf or a Dark Elf, the request cannot be made when an opposite race exists in the subclass. In the above example, if a third subclass is a Bounty Hunter, you can request it to become the main class. If one of the opposing race subclasses is deleted, it is possible to choose the remaining subclass as your main class.

Q: What happens to my Olympiad points?

A: Since your main class is changed, your Olympiad points are also reset. Please use up your Olympiad points before submitting the request.

Q: I submitted my request properly but the change hasn't occurred. What could be the reason?

A: If the request was submitted properly but the change didn't take place, this means that the requirements were met at the time of the request but not at the time of effect. Please see the following conditions, double check your character's condition, and submit your request again.

  • The main class and subclass must be between levels 75-80, and you must not be in hero or hero waiting status.
  • The character must have 80 or less items in the inventory. If you can hold more than 80 items, you must make sure that you have no more than 80 items in your inventory at the time of the class-change request.
  • The accounts must not be banned.

Q: Before making the request, I made an account service request. Can I still participate in the event?

A: During a regularly scheduled maintenance, the account service and this main class/subclass change event effect occurs at the same time, so if both requests were permitted, the main class/subclass change would not properly take effect. An account that is already scheduled for an account service cannot submit a class-change event request until the corresponding week. Please keep this in mind, and after the account service takes effect, you may participate in event the following week.

Q: I am working on the quest "Repent Your Sins." Can I continue the quest after changing my main class/subclass?

A: The "Repent Your Sins" quest does not apply to both the main class and subclasses. If you change your main class/subclass, all the items related to the "Repent Your Sins" quest are removed, and you must start the quest over.

Event Schedule

The Choose Your Destiny event will be coming in summer 2008. We will announce more details, including exact dates and times, at a later time.

Sounds like a great opportunity!



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Tuesday, April 22, 2008

LOTRO : Book 13 Preview




For players used to the more lush, wooded environments of Lord of the Rings Online, Book 13 may provide a rude awakening. The new zone, Forochel, lies further north than any of the previously accessible regions of Middle Earth, and it's every bit as hostile as you'd expect. Aaron Campbell, Live Producer for LotRO, was kind enough to guide me through the zone and showcase some of the highlights of Book 13 along the way. He explained that the harsh climate there wasn't just a product of its latitude. "[Forochel] is the remnants of the Great Cold that came out of Angmar and settled over the North, so there's a certain edge of corruption to it. It's not only cold, but an unnatural, supernatural cold."

Our tour of the icy wastes of Forochel began along the coast of the frigid Ice Bay. Not the best place for a dip, but the perfect opportunity for Campbell to point out the new environmental damage type that players will contend with as they travel throughout the zone. The cold not only lowers your morale, but places an additional debuff on you that grows more severe over time. This debuff makes it more difficult for you to resist future sources of cold damage, which many of the monsters around Forochel dish out. Fortunately, removing the debuff is as simple as finding a heat source, from a campfire to a nearby steam vent.

We traveled along the coastline until we reached a small fishing outpost controlled by a group of Gauredain. These lanky fellows weren't particularly keen on sharing their real estate with us, but after a few minutes of steel persuasion (aided by our crazy admin powers) we triumphantly reclaimed the hastily constructed hide canopies and bonfires for ourselves. But it was no use: before we could set up our hammocks and crack open a few brews, a group of nomadic Lossoth moved in and put us to work. The Lossoth are a hardy tribe of humans scattered across Forochel that aren't particularly friendly toward you when you first enter the zone. As you liberate their camps from hostile forces and complete quests for them, they gradually begin to realize that you're not there to kill them and entrust you with rare crafting recipes. My character, a Dwarf Guardian, was decked out in crafted Lossoth gear, a stylish Inuit-chic ensemble that grants some extra resistance to the cold.

One Lossoth fisherman politely requested that I do his work for him, and before I knew it I had my first fishing quest. Small problem: my inventory was so bloated with gear that a mere minnow could cause my pack to burst. Solution? Trash some rare and incomparable loot! Likely not a situation that players will encounter, but when you're already invincible, purples and blues lose some of their luster. With some extra space available, I moseyed over to the shoreline and made my first cast. The mechanics of fishing are simple: click the ability once to send out your line, wait for a nibble, then click the ability again to reel in your catch. My first victim was a rare giant goldfish, a modest haul but still rather satisfying for this novice angler.
image

Campbell took this fishing quest as an opportunity to point out some improvements to the quest interface. In Book 13, the quest log will feature easy-to-read visuals that indicate the status of your fellowship members on your current quests. Beyond that, it will be possible for players to look for a fellowship for a specific quest through the quest log itself which should make it even easier to find a group while questing.

With my fishing itch sufficiently scratched (it doesn't take much), Campbell took me to the Lossoth capital, a giant hide dome peppered with bonfires and vendors. Outside the front entrance were four banners corresponding to the four Lossoth outposts in Forochel that are constantly assailed by the expansionist Gauredain; each banner shows whether the corresponding camp is occupied by the Gauredain or the Lossoth. Inside, players who have achieved a certain level of standing with the Lossoth will be able to purchase items and recipes to make their stay in Forochel a little more comfortable.

Campbell elaborated a bit on the challenges of building the Lossoth culture essentially from scratch: The LotRO dev team had little more than a paragraph in the appendix of the Lord of the Rings to work from. So how did they arrive at the appearance and attitude that made it into Book 13? Alex Toplansky, one of the content developers, explains: "Tolkien was really first and foremost a linguist, and he was almost a cultural anthropologist; he had a lot of awareness of a lot of the different European cultures and things going on in that part of the world.

"Without going too far into some of the little trips that we put in with them, there was definitely a little bit of influence from the Sami culture, which appears all throughout the northern Scandinavian band. They're a really interesting people with a lot of attempts to hold onto their heritage very much like a lot of Alaskan and Inuit peoples. We really got kind of carried away and swept into how they went about things. And we learned some really cool stuff that I think comes out in a lot of our content."

The Lossoth aren't without their humor, however. Outside the capital, we encountered a clumsy chap who appeared to be attempting to ice skate for the first time. I asked Campbell if players would every get the chance to skate in Middle Earth. "That's one hurdle we have not been able to climb yet. For the moment, ice skates and sleds are purely the domain of the Lossoth." In other words, it could be a while before you get to body check a Hobbit in a game of Middle Earth hockey. Someday...

We continued along a barren ice sheet populated by the local fauna: a domesticated mammoth, sabertooth cats, and even a few moose. The team argued about the last creature, and after a minute or two of fierce debate, determined that moose are actually members of the elk family. "Welcome to our world," one of the developers interjected with an audible eye-roll.

Moments later, I was told to look up and gaze at Forochel's version of aurora borealis. It was a surprisingly striking, soft purple glow that ebbed and flowed across the horizon. It's certainly far more dramatic than the Northern Lights that I've seen back home in Minnesota, but then again I was less drunk this time around so it's hard to make a direct comparison.
image

The ice sheet spilled into a sparse, taiga-like forest. Campbell explained part of their world-building philosophy for the zone: "We really didn't make excessive use of trees in Forochel. Instead a lot more of it is about ice, about vertical division of landscape, rocks, vistas and viewpoints, a lot more about the decorations items such as mammoths skulls that you'll find across the landscape, and then a few ruins out there as well, in keeping with the sort of ancient nature of the area." Before long we were back onto another ice sheet, this time with substantially more aggressive enemies.

A few wandering ice giants greeted us, and if we weren't all invulnerable they would have certainly brought the pain. Campbell demonstrated an effective tactic for less omnipotent characters to employ: pull the giants to a nearby steam vent and they become much more manageable. Why an ice creature vulnerable to any heat source would make its home near a steam vent is anyone's guess, but Campbell speculates, "Well, you know, they like their sauna." A few paces away, a new monster type floated docilely until I got close enough to aggro it: the Grim, a swirling ice spirit.

From there, Campbell teleported the group to a cavernous ice cave that will greet players as they enter the zone for the first time. This biome is sort of a proof of concept for the LotRO dev team going into the upcoming expansion. It was created using a new process that Campbell called "dual-height map technology," basically a streamlined method for creating large underground spaces. We journeyed through the tunnel, inhabited by a few solitary Grim, before reaching a small Lossoth staging area on the other side. It's a typical woodland biome, covered with a light layer of snow. But the rest of Forochel will expand on the idea of "unnatural, bitter cold," as Campbell puts it.

Speaking of the cold, Campbell gave me a brief demonstration of the new blizzard effects that the developers have added in Book 13. At first, the snowfall seemed rather unremarkable. But as the storm intensified, a more disorienting whiteout effect enveloped my character, making it difficult to even discern the outlines of nearby NPCs. This effect isn't unique to Forochel, either; existing zones like the Misty Mountains will also make use of this mechanic after Book 13 goes live.

Campbell and company then led me into a crystalline ice cavern where the epic questline will culminate. I was cautioned not to reveal too much to players, as there are a few big surprises for those who have been captivated by the story so far. Thankfully, I didn't have a clue what was going on! We followed a sinister bloke through a series of scripted encounters that ended in an open-air chamber with a polished-ice floor. Then things got serious. If we weren't all invulnerable, this is where I would have wiped the group numerous times while running around in circles and marveling at the gorgeous starry sky above us. "We like to pull out the extra stops for the epic quests," Campbell boasted.

Thoroughly exhausted from attempting to pretend like I knew what I was doing, Campbell took pity on me and teleported me to his apartment, where he showed me some of the new items available for display in player housing. Campbell's personal favorite? The Frost Antler head. "Because who can go without a good elk head on the wall?" Campbell added, "I would have said 'moose head,' but I've been corrected."
image

No system exists in a vacuum in LotRO, and the same is true for fishing. The developers are clearly taking a holistic approach to new game mechanics, making sure to weave them into other aspects of the game as they are introduced. "[We] try to extend out some of these systems, as we add in new content to the game, making sure we give that love back to housing, back to other systems in the game such as crafting and cooking," Campbell noted.

We closed the session by taking a look at the Orc Defiler, the new monster-play class that Book 13 will introduce. The Defiler has a lanky, hobbled appearance that is both sinister and a little pathetic. Their main skills are healing and reviving teammates and casting powerful curses on enemy combatants; they have a couple direct-damage attacks but the class was built from the ground up as a primary healer, a role that monster players have clamored for.

The Defiler sports a fetching skull helm with its own upgrade path: You start out wearing a deer skull, then move up to a bear skull, an auroch skull, and finally a drake skull. It's both a cool incentive for monster players wishing to gear out their characters and an indicator of your level of experience to foes. Every member of our party wore a different helm, and while we weren't likely to take anyone down with a group full of primary healers, at least we were guaranteed to stay topped-off during our brief foray into the Ettenmoors.

Source : WarCry Network

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NASA Wants its MMORPG Created for Free


"It seems that the educational MMORPG NASA's proposing will no longer have a budget of $3 million. Instead, any prospective development partner is being asked to create and maintain the MMORPG for free under a 'non-reimbursable Space Act Agreement'. It won't be a one-sided agreement, though. From NASA's RFP: 'In exchange for a collaborator's investment to create and manage a NASA-based MMO game for fun and to enhance STEM [science, technology, engineering and mathematics], NASA will consider negotiating brand placement, limited exclusivity and other opportunities.'"

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TCoS : New MMO malaise


I wish I could get really excited about one of the new MMO's coming out.

Warhammer seems to be the biggest hype machine right now, but for all the neat-sounding gameplay offerings, I just don't like the visual feel. It seems kind of lifeless to me, a bit like Everquest 2. Like the buildings are made of cardboard, and the players are painted wooden mannequins. Reminds me a bit of Everquest 2. WO's gameplay may turn out fantastic, but I just don't know that it's a world where I'd actually enjoy spending time.


Conan looks much nicer to me, but I'm kind of iffy about the whole barbaric blood-and-guts vibe. The Conan universe is never something that I've felt drawn to in book or movie form, and my impression of the game isn't feeling that different so far.

Like Conan, The Chronicles of Spellborn has some really beautiful imagery; that looks like a world I think I'd like to spend some time in! Unfortunately I don't have much faith that it's going to be a solid product. For example, their website doesn't clearly explain how TCoS will differentiate itself in a way to make me want to spend dozens or hundreds of hours with it. Instead they spend time explaining to me that resistance rank zero to rank +5 is an exponential curve divided in 64 points, which may be a perfectly good design decision , but is just a tad more detailed than I'm really looking for. And if they can't don't even have a sense for what I, as a consumer, want to see from their website, I'm not too optimistic they're going to have a good sense for what I want to see from their world.

So I'm waiting to see what 38 Studios and BioWare have up their sleeves, and keeping my fingers crossed.

Source : KillTenRats.com

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Monday, April 21, 2008

City of Heroes: “Issue 12″ Briefing Video




CITY OF HEROES: View the new CITY OF HEROES: Issue 12 video which shows and tells all a hero needs to know about Villain Archetypes. Are you listening heroic one? I SAID…"Are you listening?!!"








"Infiltrate the Arachnos organization from within! Upon reaching level 50, Villains unlock two new Epic Archetypes; Wolf Spiders and Blood Widows. They have their own unique storyline and missions, power combinations and costume sets. Branching powersets allow the Wolf Spider to specialize as either a Bane Spider or Crab Spider and the Blood Widow chooses from the Fortunata and Night Widow branches. Each brings with it unique costumes for your Arachnos duties, as well as your newfound role as a Destined One."

Source : GameBunny

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WoW Journal - 21-April-2008



I haven't played all that much World of Warcraft this weekend, I'm feeling a bit burned out for the moment. Having problems finding groups for 5-man dungeons, the only thing I did with my level 70 characters was doing a couple of daily quests for the Shattered Sun Offensive with my mage. I reached honored with them, and bought the two enchanting recipes you get from them at that level, one of which is Void Shatter, which transforms one cheap void crystal into two expensive large prismatic shards. But although I could learn that recipe at my 360 skill, when I tried to use it I couldn't. The recipe requires a runed eternium rod, which can only be made at 375 skill. Why on earth does the game have lower skill recipes requiring something you can only achieve with a higher skill?


Fortunately the other recipe was more useful, as it was orange at my skill level, and required "only" about 40 gold worth of materials. So I used that 15 times at a cost of 600 gold in materials (most of which I had in stock) to get to 375 skill in enchanting. And that on the same day where by making my second shadowweave item I also reached 375 tailoring with my mage. Great! Of course then I spend another fortune to make that runed eternium rod, which uses 4 primal mights among other expensive ingredients. All that financial effort certainly wasn't worth it for the Void Shatter, but that wasn't why I did it. Rather I thought that having your tradeskills maxed will be important for the Wrath of the Lich King expansion, as you probably can't get the new recipes without having reached the old skill cap.

I spent more time on my other server playing Alliance, but even there my new gnome rogue only made it to level 16 yet. But an extremely well equipped level 16, having run the Deadmines several times with the help of my wife's level 68 rogue. In return I used my level 60 priest, who I moved to that server, to run her level 18 shaman through the Deadmines too. Can you believe that after over 3 years of WoW that was only the second time she saw a dungeon? But as there are quite some nice pieces of leather armor and weapons for rogue and shamans in that dungeon, it was well worth it, and fun. As the wife and me have radically different play styles, we don't play together all that often.

So I'm still doing quests until level 20 in the Draenei starting area. Only that every two levels I have to hearthstone to Shattrath, and teleport to another Alliance city to train my rogue. Exodar, the Draenei city, doesn't have a rogue trainer. And the rogue class quests (I just learned lockpicking) are also in the old cities. I'm keeping my World of Warcraft playing at low activity for the moment, I just don't feel like playing more. But I don't want to play other "old" MMORPGs either. I signed up for the Fileplanet Age of Conan open beta, and pre-ordered that game, just to give it a chance. I don't really have high hopes that this is the game for me, but at least it is new, and I can't judge a game without having played it. I'm a bit nervous about how their release will be, because Age of Conan is made by Funcom, whose previous MMORPG Anarchy Online still holds the record for the worst MMORPG release ever, and I was right in the middle of that one. Here's hoping they learned from their mistakes.

By : Tobold

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Sunday, April 20, 2008

The Wisdom of MMO Banking

Does it seem strange to save up to buy a house in a game? We are in an era where the real world economies of some nations are paralyzed by debts incurred from home purchases. Yet in games where there is player housing there is a surprising lack of player debt. MMOGs offer a simplified financial system seemingly impervious to the ills of modern society. What could we as a gaming society learn about real-world finance and money management from the way we act in game?

I game lending is, at least theoretically, possible between players. Years ago, while playing Ultima Online: Renaissance, I had what might be the closest thing to a mortgage in a MMOG. Due to the restriction of having only one house per account per server (similar to the way Lord of the Rings Online does it), a friend who was trying to be an in-game real estate broker asked me to hold a small villa in Felucia on my account while he found a buyer. I agreed, but also asked how much he wanted for it (200K gp, in case you're curious – and want a good laugh). At the time, I did not have enough money but I offered to put a down-payment of 50K gp on it and let him know when the rest was available. He agreed. It was probably the cheapest way to get a house at the time short of actually buying the building permit from the housing broker and trying to find an empty plot to put it on – which was a losing proposition anyway.

All MMOGs have some sort of cash storage system. In LotRO and Final Fantasy XI, all money is carried on the character allowing for it to be used at any time for purchases throughout the world. In World of Warcraft, gold is primarily stored on the toon, but may also be put into a guild bank deposit for use by multiple players. Think of this as a joint savings account. In games like Ultima Online and Runescape, gold may be stored in the bank, like a savings account, or on the character. Only what is in the character's coin purse may be used, thus making it more difficult to spend large amounts all at once. And though UO offers a check writing function, in order to carry larger denominations of gold without having to use up your storage weight with coins, it is not a checking account system. If games are meant to be fantastic, idealized worlds, does that mean finance has no place in our dreams?

By using a savings-only banking system, MMOGs force players to evaluate their purchases carefully and make choices between otherwise similarly-valued goods. In order to purchase more costly items, the player must plan and save for it. For those games where gold may be stored in the player's bank account, they must then make the run back to a bank, get the funds, and then proceed to wherever the item may be purchased. It takes time: time to grind, loot, craft, farm, or otherwise earn the gold required – time during which they are thinking about whether it is worth all of this to have whatever it is they're after. Some players are even willing to put in this time in order to buy virtual items repeatedly on different characters. How many of your level 70s in WoW have epic flying mounts?

But when it comes to the real world, instant gratification must be obeyed. Instead of saving up for the car of your dreams, it could be financed through the seller or dealership in order to obtain it sooner. Rather than paying cash for a house, most borrowers (at least in the United States) get a mortgage for the majority of the cost. This is a feature strikingly lacking in MMOGs. And when you think of the fact that these are fantasy worlds, it makes you wonder whether the devs are trying to hearken back to a less intricate time financially.

Yet while it's plausible that players could lend one another money, there is precious little of this type of transaction. I also have yet to find a game that offers loans. The games themselves do not offer them and they certainly don't promote that players do so. And yet no one is phased by this.

So why is it that we're willing to save in a game but not in real life? Well, the short answer is self selection bias. We choose to be in the game and do whatever it is we do. It is not a societal requirement in the game that we craft or quest (though it helps if you want to experience content). It is our choice how we spend our time and in-game money. Therefore we are more interested in doing it. The lack of opportunity to buy on credit helps us escape the real world just that little bit more. We enter a place not set up around money itself but rather on the goods and services that money helps us trade.

There's a sense of glee when you save enough to buy your first epic mount or a nice little player house to proudly display the loot you've collected in your exploits. You've worked hard for all that. Scrimped and saved your gold, credits, gil, and so forth. In this way, can games teach financial responsibility by providing elation after accomplishing financial goals?

By : Alexis Kassan

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Age of Conan: Answers from Kalanthes #2


It is time, once again, to poll the minds and hearts of our readership and answer their most burning questions.

First up, a mysterious crate marked "Courtesy of Our Friends At Mongoose Publishing" washed up on the beach at Kalanthes' feet. Inside, he found three books:

* Conan: Hyboria's Fallen: Pirates, Thieves, And Temptresses
* Conan: Tales of the Black Kingdoms
* Conan: Tito's Trading Post


As we have been unable to determine who owns three very lovely books sure to set the mood for any roleplayers that would like to dig deep into the world of Hyboria, we will give them to a randomly-selected person that emails community@ageofconan.com with "Kalanthes' Books" in the subject and their name, address, phone number, and email address in the body of the email.

Since we get more emails about this than anything else, the official system requirements for the game are:

Minimum configuration (1024x768, detail reduced)

* OS: Windows XP Service Pack 2 or Windows Vista
* Processor: Intel Pentium 4 3Ghz or equivalent
* RAM: 1GB
* Video card: NVIDIA GeForce 6600 or better
* Video memory: 128MB
* DVD-ROM: Quad-speed (4x) DVD-ROM drive
* HARD DRIVE SPACE: 30GB

Recommended configuration (Up to 1280X960, most features on)

* OS: Windows XP SP 2 or Windows Vista
* Processor: Intel Core 2 Duo 2.4GHz or equivalent
* RAM: 2048MB Dual Channel DDR2
* Video card: NVIDIA GeForce 7900 GTX or equivalent
* Video memory: 512MB
* DVD-ROM: Quad-speed (4x) DVD-ROM drive
* HARD DRIVE SPACE: 30GB

Online Gaming;

* Broadband connection required.

I'm sure many people are wondering this, but what is the general style of end-game armor in Age of Conan? For example, are there dresses with ridiculous shoulder pieces? Or are there really cool metal armors and shields with spikes that look realistic yet also impose a, "Don't mess with me or your skull will be on display" kind of message? Basically what I'm asking is will the armor look insanely cool? Will there be weapons that cause fear in your enemies? Will there be shields you don't want to get bashed with?

Secondly, will everyone be running around in the exact same armor? Or is there a large variety of armor and looks for specific armor? One thing I have yet to see in an MMORPG is the exact same armor set with slight variations (and I don't just mean color, but added effects that one can purchase or create to add to their favorite piece).

All of the armor in the game will be largely be "in-character" and realistic within the spirit of the world. So while there may be skull helmets, helmet with horns, and other "stretching reality" sorts of things, they won't be bright purple with flashing lights and built-in spell effects. Some of the armor may be elaborate and some of the armor may even be colorful, but it's all been drawn from the history of our own world as well as Robert E. Howard's texts and other official Conan-type sources. It will all look like it belongs in the world, like something you could reasonably expect to find in a museum in our world, with small twists and hints of fantasy here and there. So, yes, you might see a skull helmet or Viking-style horns, but it's probably not going to be pink.

As for the exact same armor, it's doubtful. With the number of armor sets available in the game (and each set consisting of several pieces), it's fairly easy to pick people out based on what they're wearing and/or define your own unique look.

Will players be able to hide behind objects in the game so they can't be targetted? For example if someone was hiding behind a rock or a tree that was blocking their entire body, I wouldn't be able to target or see them until they were visible.


Players can hide behind objects in the game so they can't be targeted. For ranged effects and attacks, you will need a line of sight to your target, so ducking behind the walls or hiding behind a rock may be a smart survival strategy.

Hello Kalanthes, this is my question: Can you tell me how there will be the day/night cycles and how they will impact in gameplay?

This tends to cause a bit of confusion, so we'll try to make it as clear as possible by breaking it into two parts.

In Tortage, the "day" world is the multiplayer world where you can go out, run around, and do quests with other people. The "night" world is the single player world where you sneak around, do your Destiny Quests, and otherwise live the single player adventure.

Once you pass Level 20 or otherwise go to the mainland, day and night are not broken up in this way. It is all multiplayer, all the time, though you can certainly solo within it if you'd like to. There will still be day and night on the client, but it won't be broken up the way it is in Tortage.

In the Necromancer description (the same for the Demonologist) it says that you will have pets and that you will depend on them a lot so I understand that you will be able to control more than one pet at same time. So my question is: How can we control our pets? Because we don't have the typical target and control system, and in the Necromancer case, how can we control individually every pet or in group, or maybe the pets are always in a defensive stance acting alone?

The pet control system is much like it is in other games, in that you can select a target, then tell your pet to attack it. You can also tell your pet to defend you, follow you, assist, and go away, the usual stuff you would expect with a pet class.

What happens when you die?

You see a bright light...

Just to expand a bit on the answer given in the first Ask Kalanthes, each Playfield has several resurrection points, kind of like a waypoint system. When you enter a playfield, you will have one resurrection point for that playfield. As you explore, you will discover more resurrection points you can use should you shuffle off your mortal coil. Upon dying, you will be given a moment to contemplate your shameful fate, and you will then be presented with a screen that lets you choose from the various points you've found. Once you select one, you will wind up alive at that point with the death penalty debuff.

Lets say you are using a class that can only use a dagger as it's main weapon. If you are on a horse, will you still be able to participate in mounted combat as far as hacking and slashing your opponents on the back of the mount?

You can still hack and slash away with a dagger from the back of a mount, if it's one of the smaller mounts, and every class can use the mount's attacks (kicks, tusks, etc.) to drive their enemies before them.

My computer is neither top end or low end, it is somewhere in the middle and may not take to kindly to being bombarded by the beautiful world of Conan in full detail, so i'd like to ask, How much control will i have over the graphics in Age of Conan? For example i love character models, i like them to be of the highest detail with textures and lighting turned all the way up, i also love spell detail, the more the better in my opinion, but i don't give a Pict's Arse about the texture and quality of saaaay... the ground at my feet, the rocks on that hill and the clouds in the sky, etc.

Well, you won't be able to get quite THAT picky, but there are a number of measures you can take for the middle-of-the-road computer. If you like, there are presets for Low, Medium, and High detail where you can simply click a button and have things set in about the right ballpark for your particular preferences or machine. There are also options letting you adjust things like the view distance, the amount/intensity of particle effects, various texture qualities, and so on.

Since Age of Conan is so focused on consensual PvP (Border Kingdoms, Mini-games, Bar fights), the label "PvP Server" seems to really just mean "Gank Server." With all of the debate raging on the forums, and the origin of MMORPG being Role Playing games, would you please inform us of Funcom's plans regarding the implementation of RP-PvE servers. My thanks.

While we know a lot of people want and would enjoy an RP-PvE server, both our internal surveys and external figures have shown that only a small percentage of people overall desire an RP-PvE server. Should that change, or should we see a strong increase in demand, we will consider it, but RP-PvE is consistently, and significantly, behind every other server type we've thought about in popularity, and opening a server is no small commitment in hardware, staffing, etc..

With collisions being such a large part of the game, and one of the thing I look forward to most, will it be possible for say groups of 2 or 3 to block off entrances to other areas? I have seen in the forums that collisions are turned off in cities, but could some angry players be able to completely block the entrances to these zones? Or could a high level wanting to wreak hell on a new low level player block off the lower level from his or her area and then camp them?

It's feasible, in the "could be done" sense, but we haven't seen a lot of it so far. People would have to position their characters perfectly and then hold that position perfectly, otherwise, it'd be possible to squirm through the inevitable gaps and fight your way out. And that's assuming the ten guys blocking off a city could hold out against a few hundred people getting annoyed because they couldn't conduct their business (even before the questioning of reporting, where the harassment rules would come into play, etc.). Another thing to remember is a lot of the attacks move you in subtle ways, so even if they formed a perfect barrier, it would be hard to fend off an angry mob bent on clearing a path.

The second question is an example of harassment, which is the sort of things GMs would deal with, collision or no.

Will the Assassin be able to survive and do high DPS when fighting solo?

The goal for every class is a reasonable degree of soloability. Assassins are built around doing a lot of damage, so they will tend to have a lower survivability in exchange for that. Your best bet will be striking fast and killing quickly!

I tried searching the forums about movement and a lot of them talk about using WASD to move and hardly any mention movement with the mouse. Is it possible if you could answer me this question?

It is possible to move with the mouse by holding down the left and right mouse buttons simultaneously. What is not possible is click-to-move, i.e. clicking a spot on the ground and moving towards it.

Hi Kalanthes,
I've heard conflicting information on mounted combat. Can archers shoot mounted?


The latest possible word from the mounted combat guy: Archers and spellcasters can both shoot/fire/cast spells when mounted. There are some limitations regarding what spells can be used (for spellcasters) and archers have a more limited targeting cone than they do on foot, but it is possible for both to "shoot" mounted.

I thought, will all three races talk same language, or will they have their own language individually?


All three races will speak the same language. While making different ones for each race is a neat idea, coming up with three separate languages would be quite a challenge!

Can I "respec" my character's feats? Or once you pick your feats, is it permanent?

In the current beta build, it's possible to reset your feats at the push of a button (largely because we're interested in getting everything tested out). There may be a small fee or timer or some other penalty to encourage you not to change with every shift of the winds, but we're still working out precisely what that would and should be.

How will grouping work in AoC? How many players can be in a group? Can you only join a group after level 20? Is there a level range for players joining a group? I've looked all over the place and can't seem to find any information about group workings/dynamics.

To join a group/team, the group leader will simply have to invite you. You can join or start a team after you pass through the Acheronian Gate into Tortage, so about level 5 or so (and only in daytime Tortage, obviously). 6 is the current number of players that can be in a team. There is no hard-locked level range, but a Level 80 grouping with a bunch of Level 20s probably won't get much, if any, experience. All he or she will gain is companionship (which can be important, of course!).

In almost all online games I've played, mages are played like like sprinting and jumping acrobats, dancing circles around their enemies, showing stamina and speed greater than that of a veteran warrior, and completely opposite of their thin and frail bodies. Will mages in AoC be played like kiting bunny-hoppers that shoot fireballs instead of bullets, or will they actually have spells of power to deal with all sorts of situations?

Mages in AOC have very few instant-cast spells, which keeps them from firing off a spell, running around in circles, then firing off another spell. Spells also have to be cast from the ground or horseback/other mountback, rather than while in the middle of the air (like when jumping). Ultimately, you will need to hold your ground if you want to rain down flaming death on your foes.

Source : WarCry Network

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Friday, April 18, 2008

Vanguard: Sneak Peek at Update 5


Hey all! You should expect to see Game Update 5 on the Test sever after the weekend! Below is an outline of the main features included in the final update - please note though that they are not all fully implemented yet. As you play through the content on the test server, please keep an eye open for any bugs and be sure to submit a "/bug" for any you find - particularly in regards to particles not displaying correctly. Thanks, and enjoy!

Game Update #5

1. Racial Mounts
2. Class Updates
3. Anti-Hitching
4. New Particles

1. RACIAL MOUNTS
We have added a unique racial mount for each race in Vanguard! The mounts can be attained through a series of faction based quests that can be started in each race's home town. If you happen to like another race's mount better than your own though, worry not! With the appropriate faction, players will be able to complete any of the quests.

Can't wait until the weekend's over to get a peek at the new racial mounts? Select fansites have additional exclusive shots of these awesome mounts! Be sure to be on the lookout if you want to catch an early glimpse!
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Citizen Favor
The citizens of Telon are seeking adventurers to help spread their influence across the land. By seeking out a faction registrar you can don the banner of a city, gaining favor with its citizens while you battle their enemies. Each creature that is slain will offer a chance to receive tokens bearing the symbol of their registered city. These tokens can be returned to the city in exchange for citizen faction. Be warned that while many factions are friendly with each other, all factions have those that oppose them. Raising your faction with one city may reduce your faction with another. While you can switch factions at any time, those who are worried about becoming outlaws in certain cities should heed this warning.

Gaining faction will allow you to purchase factional rewards with the use of platinum tokens. These tokens can only be retrieved from the vilest of beings and only when you are wearing the banner of your chosen city. Those powerful enough to defeat raid NPCs will receive ancient coins which can be converted into a platinum token of any type you desire.

Racial Mounts
With the release of the citizen favor system comes the first factional rewards -- racial land mounts! All races have been granted a unique looking mount with improved speed over other mounts in their tier. These mounts can be attained at levels 30 and 50 after you have gained the required faction and number of platinum coins. Players will be able to get any of these mounts as long as they do the work involved for their attached cities.
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2. CLASS UPDATES
This update we have given significant attention to three more classes. Blood Mages, Psionicists and Sorcerers have all received a lot of developer attention. Abilities that may have been broken before have been fixed, spells have been tweaked and upgraded or updated and all three classes should be more in line with their intended vision in terms of power and utility. Specific tweaks and updates will be listed in the patch notes.

3. ANTI-HITCHING
As always, increasing performance remains a high priority for our development team. To that end, with this update we will be introducing new anti-hitching code that should have an immediate and noticeable effect.

4. NEW PARTICLES
Sometimes, things just need to look cooler. That was the case for many adventuring class spells and/or abilities. Blood Mages, Disciples, Dread Knights, Druids, Necromancers and Sorcerers all received new an improved particle effects.

Source : WarCry Network

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Lord of the Rings Online : Orc Defiler




Lighting flashed across the sky, briefly casting the forest in a sickly green glow. The wood was quiet, as the battle that had been waged beneath its boughs moved on to another venue. The only sound, other than the steady hum of insects, was of a small fire in a desolate hollow. The green flames of the small campfire crackled and hissed against the jagged stones, their smoky tendrils licking greedily at the pot of bubbling yellow putrescence perched above.

The sound of the fire was punctuated by the gasping moans from a misshapen figure lying amongst the bones littering the ground; the stench of festering wounds signaling the life quickly sliding away from the twisted form.

From a dark corner of the hollow a Defiler emerged; light leather straps crossed his body and a massive bear skull sat upon his brow. His flesh was black as night and covered in red runes and scars carved from the long years of service to Angmar. In one hand he clutched a massive wooden staff, adorned with bits of bone hanging from stretched sinew, while the other toted a gourd filled with a foul-smelling concoction. Uttering a guttural word in the Black Tongue, he stepped toward the fire, sending grey filth into the air.

Leaning his staff against the curve of the hollow, the Defiler made his way to the shattered orc form amidst the bones. The fallen beast howled in rage and pain as his chest wound was pulled open by an uncaring hand. With the full breadth of the putrefying wound exposed, the Defiler worked quickly, pouring the contents of his gourd into the wound while uttering the dark phrases taught him by his master and the masters of his past. The fallen orc ceased to howl, and fell into a fitful sleep as vile liquid spilled from the wound, bubbling and sizzling as it knitted him back together.

As he moved toward the fire, the Defiler reached into the cauldron and filled his gourd with the thick grey-green slime and returned to the sleeping form of the orc, where he applied a dollop of the filth to each of the pustules on the orc's legs. Wound by wound, the disease retreated from the slime. It would be hours before the orc was mended whole once more, but the Defiler, done with his work, called out into the night.

Two Uruks, clad in black iron bearing the symbol of the Krahjarn tribe, appeared from the gloom and hoisted the wounded orc from the dirt floor. As they removed their fallen servant into the night, another of Mordírith's soldiers was deposited unceremoniously into the cave. With a dismissive wave to the troll delivering the new wounded, the Defiler retreated to the darkness of the hollow to scrape fungus from the walls and return to his night's work.

A Message from Akulhún:

"All right, maggots! Mordírith's grown tired of you whining wretches and sent us Defilers from the sulfur swamps and wastes of Angmar to plug your bleedin' wounds and make those lily-loving Free People suffer! All your belly-achin' and screamin' finally yielded somethin' other than my whip! Well, maggots, that make me angrier than ever -- I'll not spare the lash from any of you spineless curs for any longer!

"We're at war here in the Ettenmoors and that means you fight and die for Angmar. You only see fit to whimper and drag your feet, tuck your tails, shoulder your weapons, and flee when War Leaders tell you to fight on... but no longer, sluggards! I'll not bear another visit from Lugbûrz. That happens and I start crackin' 'eads! Now... treat the Defilers with a fair bit o' respect. Give them defense when they need it and slaughter the Free People! The Defilers will be by your side makin' the Free People weak of resolve, weak of strength, and weak of faith. When you bleed, they'll see your wounds closed...if...you decide to whine and cower they'll let me know and then you'll feel the sting of my whip on your back shortly before they turn their talents to bringing about the greatest pain you have ever known...maggots!"

A New Addition to Monster Play

Monster play, where LOTRO players can don the wolf's clothing amongst the sheep by becoming an orc, Uruk, spider or Warg, is adding a new face to the fray. Players have long enjoyed the utility of their numerous classes and multitude of skills, and with the addition of the new orc Defiler; we are taking a step toward filling out the arsenal available to monster players. Hailing from lands filled with toxins and disease, the orc Defiler uses his knowledge of these virulent fungi and slime to aid his foes and hamper his enemies. The Defiler is the first addition to the monster side of the equation in the Ettenmoors since launch -- and is certain to alter the PvMP landscape as we continue to expand the War in the Ettenmoors.

Healing

Defilers utilize the fungus and slimes found within the sulfur swamps and dark places throughout Angmar to concoct pastes, dusts, and other disgusting rubs to apply to their allies' wounds. Through years of practice and learning, the Defiler has turned this practice into an art.

The Defiler begins with the ability to perform two initial heals, with the additional effect of healing over time (HoT).

Fertile Slime: "Living slime coats the target's wounds and restores morale." This is a low-power instant-cast HoT with a range of thirty meters and a six-second cooldown that lightly heals the recipient every ten seconds for a period of sixty seconds. It is meant as a bridging heal, to assist the Defiler or a War Leader in keeping a target alive during a light exchange.

Fungal Bloom: "Gourds filled with foul herbs and liquids from the depths of Angmar relieve the sting of wounds on the flesh of foul creatures." This is a low-cost two second cast HoT with a range of thirty meters and a four-second cooldown. It moderately heals the target upon a successful cast, and then restores a moderate amount of health every five seconds for the next thirty seconds.

In addition to these initial healing skills, the early expenditure of a Defiler's destiny points can net him a targeted revival for defeated comrades. Unlike the War Leader this is a costly skill, utilizing morale and power, that only works out-of-combat and targets one monster player.

Rounding out the remaining healing skills for the orc Defiler are the following:

Fell Restoration: "When finished casting Fell Restoration instantly restores a huge amount of morale to target." This is a low-cost three second cast heal with a long ten-second cooldown healing a great deal of health instantly. This becomes available at Rank Three.

Fungal Spores: "Spores weave their way into the target's wounds, stopping bleeding and helping to speed the healing process." This is a medium power cost instant-cast HoT restoring a great deal of health every six seconds for thirty seconds. The cooldown for the skill is low, and it is available at Rank Five.

Cursing

When looking at the monster player classes, we noticed that the majority of the classes had very little in the way of true debuffs with which to hamper the players. To that end, we decided that the Defiler would serve his second role as a debuffer. Utilizing gourds filled with virulent disease and pestilent oozes and slimes the Defiler is able to curse all who oppose him and assist in turning the battle to the monster player's favor.

The Defiler begins with one curse ability:

Curse of the Sticky Feet: "Coats the opponent's feet in a sticky substance that slows their movement speed." This is a low power-cost ability that reduces a target's movement by ten percent for ten seconds. This is an instant cast skill with a moderate cooldown.

As they progress, Defiler's earn new curses to use against the Free People. We outline these below:

Curse of the Lethargic Heart: "A gourd thrown at the target plagues them with spores attacking their heart and weakening their resolve. This skill is only effective against players." This is a medium power cost disease-based curse reducing the target's vitality by a crippling amount for two minutes. It has a two second cast and a long thirty second cooldown and is available at Rank One.

Curse of the Coward's Soul: "Release hallucinogenic spores that strike fear into nearby enemies." This is a medium power cost fear-based curse affecting up to three targets in a six meter radius surrounding the Defiler. This skill is affected by diminishing returns and applies the fear effect to each target for ten seconds. This is an instant-cast skill with a thirty-second cooldown available at Rank Two.
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Curse of the Deadly Sorrows: "Douse opponent with corrosive liquid that weakens their armour and releases a soporific gas that reduces Will, Fate and Strength." This is a medium-cost poison-based curse reducing the target's fate, will, strength, and armor by a crippling amount. It has a three-second casting time and a thirty-second cooldown and is available at Rank Seven.

Basic Skills

No monster player is complete without the ability to deal some level of damage to their opponents, and the Defiler is no different in this regard. The Defiler begins with one basic damage-dealing skill at the outset and can purchase two others at no rank.

Here are the Defiler's basic skills:

Fire Gourd: "A gourd filled with burning embers is launched at your opponent, setting them alight." This is a medium-cost skill dealing a good deal of initial damage and burning the target for a fair bit of damage every four seconds for the next twenty seconds. It has a range of thirty meters, a casting time of two seconds, and a six-second cooldown.

Plague Gourd: "A plague of flies fills a foetid gourd which explodes on your opponent. On a good throw, the plague flies may cause your opponent to become easier to hit for a short time." This is a medium-cost skill dealing a fair amount of damage, and has a bonus critical effect of lowering the target's avoidance (parry, evade, and block) chances by two percent for twenty seconds. The skill has a two-second casting time and an eight-second cooldown.

Head-crack: "A strong blow from the Defiler's staff. Contact with a Defiler's staff can poison many denizens of Middle-earth." This is a costly melee skill dealing medium damage to a single target with a carrier poison-damage DOT dealing moderate damage over a short period of time. This is an instant-cast skill with a short three-second cooldown.

Follow the Gourd!

Defilers are orcs, and therefore get all the racial abilities inherent to other orcs. In addition, the Defiler can earn enhancing traits to alter and improve their Curse of the Sticky Feet, Plague Gourd, and other skills.

We look forward to seeing the shape of monster play battles change with the addition of the orc Defiler, and know that he will have an impact immediately upon arrival in battles across the Ettenmoors!

Source : lotro.com

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Clan of Conan 15 looks at pre-ordering



The next Clan of Conan newsletter is finally here, and as promised by Jørgen Tharaldsen in a recent forum post, it goes a long way towards clearing up some Age of Conan pre-order confusion.

First things first, the 3-day early access: the newsletter confirms that this is exclusively for pre-orders, and that your retailer should provide you with an early-access key. However, to actually get that head start, you'll need to take that key to the Funcom website, and pay $5 / €5 (depending on region) to activate it on your account. This was already known by some, but it's important to really get it out there in a fashion like this so that people aren't disappointed later.

As well as this, the dates for access vary around the world. North Americans will be able to download the client early on May 13th, and start playing early from the 17th. For Europeans the early download will be May 16th, and the early access itself starts on the 20th. This is because the North American release date is also 3 days earlier, with the rest of the Europeans joining the head-starters on the 23rd of May.

The other half of the newsletter looks at pre-order bonus items, and the Collector's Edition contents (which we covered a few months ago). Pre-order bonuses will differ depending on which retailer you go with, so do your research to end up with the items you want. Possibilities for in-game items include a War Mammoth with extra inventory bag, a Killer Rhino with the same bag, and an Amazon Curved Bow. Some retailers may offer other extras that are not in-game, like full-color guide booklets. To get a list of pre-order retailer choices, hit the official AoC website, go through to your region's version, and click the pre-order link to see an updated list tailored for your area.

by William Dobson

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Guild Wars Game Update: April 17th




A game update went into effect on April 17th with some fairly substantial fixes and improvements.

* Warrior's Isle: Adjusted the location of NPCs in red base.
* Druid's Isle: Removed two archers from both bases.
* Burning Isle: Removed two archers from both bases.
* Updated Automated Tournament map rotations.

Skill Updates

Assassin

* Assassin's Remedy: increased Energy cost to 10.

Mesmer

* Hex Breaker: changed skill type back to stance.
* Fragility: decreased Energy cost to 5.
* Fevered Dreams: decreased recharge to 8 seconds.
* Chaos Storm: decreased Energy cost to 5.
* Energy Surge: increased Energy drained to 1..10; decreased damage per Energy to 9.
* Energy Burn: increased Energy drained to 1..10; decreased damage per Energy to 9.

Necromancer:

* Dark Pact: increased damage to 10..70.

Elementalist:

* Blinding Surge: decreased recharge to 3 seconds; decreased Blindness duration to 1..5 seconds.
* Ward Against Melee: decreased duration to 1..18 seconds; no longer protects Guild Battle NPCs.
* Lightning Orb: this skill no longer applies Cracked Armor.
* Glyph of Concentration: decreased number of spells affected to 1.
* Shockwave: increased casting time to 1 second.
* Ward Against Harm: no longer protects Guild Battle NPCs.
* Ward Against Elements: no longer protects Guild Battle NPCs.

Monk:

* Aegis: increased Energy cost to 15.

Warrior:

* Disarm: decreased time that attack skills are disabled to 0..3 seconds; increased recharge to 20.

Ritualist:

* Flesh of My Flesh: increased recharge to 10 seconds.
* Death Pact Signet: increased activation time to 4 seconds.
* Ancestors' Rage: increased casting time to 1 second.
* Splinter Weapon: increased recharge to 8 seconds.
* Recuperation: no longer affects Guild Battle NPCs.
* Life: no longer affects Guild Battle NPCs.
* Pure Was Li Ming: no longer affects Guild Battle NPCs.
* Displacement: no longer protects Guild Battle NPCs.
* Shelter: no longer protects Guild Battle NPCs.

Dervish:

* Mystic Sweep: increased activation time to 1 second.
* Eremite's Attack: increased activation time to 1 second.

Paragon:

* Song of Restoration: increased recharge to 30 seconds.
* Ballad of Restoration: increased recharge to 30 seconds.
* Harrier's Toss: increased activation time to 1 second.

Bug Fixes

* Fixed a bug that caused Ritualist Spirits to stop attacking if their caster has moved outside of compass range.
* Fixed lighting issues with the Demonic Aegis, Draconic Aegis, Draconic Scythe, Dryad Bow, and the Eaglecrest Axe.
* Fixed a bug that caused the Paragon skill "Never Surrender!" to affect non-party allies.
* Fixed a bug that caused the Monk skill Healer's Boon to improperly affect skills on occasion.

Miscellaneous

* Implemented UI for trial accounts which displays the time remaining on the trial.

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Thursday, April 17, 2008

Blizzard introduces micro-transaction servers

After their great success in selling people a completely equipped level 70 character on an arena server for $20, Blizzard nevertheless received countless complaints that the freshly bought characters were only useable for arena PvP. Battlegrounds and all forms of PvE are disabled on the arena servers. Sensing a business opportunity, Blizzard reacted and will introduce micro-transaction servers: These work exactly like a normal server, only that you can buy various achievements for dollars. There are scrolls that let you earn a level, getting more expensive the higher you already are. Going from level 1 to 60 will cost you about $20, from there to level 70 is another $20. You can buy gold at a very advantageous rate of $20 for 1,000 gold, making an epic flying mount cost $100. And you can buy various PvE and PvP epic, although they are pricey, and a complete set of the best available epic gear will set you back $200. NOT! Blizzard isn't that stupid, they know very well that this business model would destroy World of Warcraft.

I'm only raising the spectre of micro-transactions to show up how the rewards of World of Warcraft lose value if they aren't actually achieved the regular way. You were probably disgusted by the thought that somebody could pay dollars to reach a certain level or get a set of epic gear without playing the game. But the sad truth is that some people do exactly that. There are powerleveling services, honor point grinding services, arena point services, and anything else you can think of. If you wanted, you could create a fresh account, make a level 1 character on it, then give the userID and password plus a bundle of dollars to a powerleveling company, and receive the account back some weeks later with your character now level 70, having an epic flying mount, two tradeskills at 375, and a complete set of PvP epics. Only it costs more than I wrote in the first paragraph, and there is a risk you'd get banned or "hacked" a while later. Alternatively you could spend money on a bot program, and achieve all this by botting yourself, although again you'll most likely get banned.

But the existence of powerleveling services, bot programs, and battleground afkers shows that for some people reaching the reward has become more important than actually playing the game. And that leads to the question whether WoW is too reward driven. As some commenters yesterday remarked, you have to grind boring stuff to get to the fun stuff. Want to do arena combat and actually win occasionally? Well, you better grind battlegrounds for resilience gear first. Want to travel faster? Grind gold for a mount. Want to see new dungeons? Grind the old dungeons for gear first.

Imagine that once you leveled up to level 70, you could get a set of blue gear with useful stats for your class relatively easily by various means, and that this was the best gear available in the game. No raid epics, no PvP epics, nothing. It would mean that if you entered an arena, you'd be sure that your opponent had exactly the same gear as you do, and suddenly the whole system becomes skill-based instead of gear-based. It would mean that all raid dungeons from Karazhan to Sunwell Plateau would necessarily be much closer to each other in difficulty level, and your guild could go raiding whereever they wanted, just based on your skills in beating the various boss encounters, not on your gear. The only rewards would be things like titles and trophies.

The reason why neither micro-transactions nor a skill-based, gear-free World of Warcraft will ever happen is that Blizzard is earning more by having this reward driven system, where every reward takes even longer to achieve than the previous one. You ARE paying Blizzard X dollars for your epic mount, only you do it in the form of monthly fees and the weeks it takes you to gather all that gold. By making the final rewards insanely hard to achieve, Blizzard guarantees that 99%+ of the population never gets there, and keeps spinning the treadmill, always creating revenue for Blizzard. The system isn't designed for maximum fun, but for maximum profit. Players "outsourcing" the grind is a sad consequence of that sort of game design. Maybe selling us those epics outright would be the better solution after all.

By: Tobold

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Wednesday, April 16, 2008

Age of Conan gets ready for launch !




- Pre-order programs now available in all Western territories - Get three day head-start in Hyboria -

Durham, USA – April 16, 2008 – Funcom and Eidos announce that Age of Conan pre-order programs are now fully available in all major territories, including USA, Germany, France, Spain, UK, Oceania and the Nordic countries. Conan fans and MMO gamers are already raving about the incredible pre-order items, including the War Mammoth and Killer Rhino, and today Funcom ups the ante and confirms that everyone who pre-orders may access Hyboria several days prior to the retail launch.*

Ever since Funcom and Eidos started the first pre-orders in early 2008, the program has received great feedback. The exceptional Age of Conan Collector's Edition has topped the charts in numerous online retail chains for weeks, including being #1 on several all-format lists. The most eager fans are therefore urged to order their copy of the Collector's Edition immediately as it only comes in one print-run.

Funcom now also confirms an early access program which will give customers a chance of a head-start in Age of Conan. Funcom reveals that American, European and Oceanic players may enter Age of Conan as early as the 17th of May. Mere weeks away, early adopters can now live, fight and explore in Hyboria, as well as getting an essential head-start before the hordes invade.

"We are very pleased with the reception Age of Conan has had in retail and we naturally hope that the early interest and our early access programs will materialize in an eventual success," said Morten Larssen, VP Sales and Marketing of Funcom. "The positive indications are naturally an honor, but they also bring a great responsibility. As we prepare the roll-out, we know our servers will be put to the test. We therefore hope potential players will aid us by signaling their interest as soon as possible so we can scale our servers and services accordingly."

Age of Conan launches on the 20th of May and is consistently mentioned as one of the most anticipated PC games in development. It has received more than twenty-five magazine covers and more than fifteen major awards, including numerous "Best MMO of E3" awards and the "Best Online Game of Show" award at GC 2007. Age of Conan is a key title in Microsoft's Games for Windows line-up, as well as a showcase title for nVidia.

Visit www.ageofconan.com to join the thriving community or to sign up for the Beta

For a list of participating retailers or to get more information about the game, please visit www.ageofconan.com

Source : MMOGInfo.Com

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Expanded pet system of Lineage 2's Hellbound



The newest Lineage 2 expansion, Hellbound, is currently in test, and with its improvements and new content come changes to the pet system that fans will love. For example, people who have wolves as pets will be able to evolve it to a mountable form called a Fenrir. This change isn't merely cosmetic -- it will get special attacks and more powerful skills, and also confers its power to its owner while mounted. Clan members have further customization available to them, able to upgrade their wolves to Great Snow Wolves, Red Striders, and Snow Fenrirs.



For the other pets, the level caps have been raised to 85, concomitant with players' level caps. Once the Baby Buffalo, Baby Kookaburra, and Baby Cougar pets have exceeded level 55, they, too, can evolve into more powerful forms. Each one is geared toward a particular class, and grants buffs accordingly.

Visit the Lineage 2 site for more information, and check out these evolved pet screenshots!

Gallery Lineage 2: Hellbound evolved pets

Source : massively.com

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Struggling MMO Horizons renamed "Istaria"



Virtrium LLC, the new stewards of the MMO Horizons: Empire of Istaria, announced that Horizons will now be known by the name Istaria: Chronicles of the Gifted.

Virtrium President Rick Simmons explained in a press release blurb and also in an interview with RPG Vault's Jonric that the name was changed because the game is about the world of Istaria and its people, and because it has lived at the domain istaria.com since the beginning. "You have no idea how stupid I've felt explaining that the game was called Horizons, but you had to go to www.istaria.com," he told RPG Vault.

Horizons -- err, Istaria -- has had a rough time of it. After some truly savage corporate politics in the original development studio, the game launched incomplete, buggy, and honestly ... well, lame. It does, however, feature a great crafting system, and it lets you play as a dragon. Simmons was eager to point out both of those things in the RPG Vault interview. It looks like Virtrium is doing as much as a small team can to make the game attractive. Simmons explained: "our niche is very much the crafter, non-competitive gamer, and we're very happy being in it."

He also said that the game has seen a lot of fine tuning in recent months, and that its due for a big content expansion called "the Blighted Labyrinth."

Source : massively.com

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