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Game Mechanics

Hands-on with WildStar's Scientist path and Esper class

Betas, Sci-Fi, Classes, Game Mechanics, Previews, PvE, Opinion, Hands-On, Events (Massively's Coverage), WildStar, MMORPG

Handson with Wildstar's Scientist Path, Esper class, and more
There is something exciting about taking your first steps into the mysteries of a new planet. I was anxious to mingle with the locals, analyze artifacts, and even pick a few plants -- that is, until I saw a flower burst from the ground as a giant vine-like beast. As it chewed up the slinky Aurin next to me, I decided to leave the flowers for the next Scientist.

So began my hands-on experience with WildStar, the exciting and often comical new MMO from NCsoft and Carbine Studios. The half-day event gave me time to play the Esper class, build some structures on the Settler path, and hurtle myself through the air in the name of science. There is so much to talk about!

Except plants. 'Cause allergies. *ahem*

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Massively's Dragon's Prophet first impressions

Fantasy, Classes, Game Mechanics, MMO Industry, New Titles, Previews, News Items, PvE, Opinion, Free-to-Play, Hands-On, First Impressions, Dragon's Prophet

Massively's Dragon's Prophet first impressions
I don't have many fond memories from Runes of Magic. I didn't play it long, and the thing I recall most vividly is being forced to hunt around Runewaker's cash shop for an item that would let me talk in global chat.

Fortunately, negative vibes like that didn't affect my recent hands-on with Dragon's Prophet's beta, which, in case you're wondering, is Runewaker's followup to Runes of Magic. Unfortunately, I don't think the new game in its present state is quite ready for prime time.

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Flameseeker Chronicles: Catching crabs in Guild Wars 2

Fantasy, Events (In-Game), Game Mechanics, PvP, PvE, Opinion, Guild Wars 2, Flameseeker Chronicles

Flameseeker Chronicles
My goodness, that lady's bikini is awfully close to body tone from this far away, isn't it?

If the sun and sandy beaches didn't give it away, I've spent most of the last week or so of Guild Wars 2 time in Southsun Cove. Karka Island! Sunny Orr! Whatever you call it, I hope we can all agree that Southsun Cove is a terrible place filled with awful monsters that nobody in their right mind, in-universe or otherwise, would ever want to visit without the lure of titles and shiny -- literally, one of them glows, and the other glistens -- backpieces.

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EVE Online redesigns radial menu for Odyssey

Sci-Fi, EVE Online, Expansions, Game Mechanics, Dev Diaries, Sandbox, Subscription

EVE Online redesigns radial menu for OdysseyIn looking to trim down some of the menu bloat for EVE Online's Odyssey expansion, CCP Games is resurrecting and redesigning the radial menu to be a "silver bullet" for this issue.

The updated radial menu will be connected to the underutilized left mouse button and is confined to eight segments that will change depending on what the user is clicking. The studio wrote up a blog post on the subject, promising that the redesign is intuitive and will result in faster access to relevant commands.

Initially, the radial menu upgrade will be for ship flight only, although CCP is willing to expand its domain if players find it useful. This feature is currently available on the test server.

RIFT introduces loyalty rewards program for dedicated players

Fantasy, Business Models, Economy, Game Mechanics, News Items, Free-to-Play, RIFT

RIFT introduces loyalty rewards program for dedicated players
RIFT is introducing an innovative new program that allows players to get items for free when they spend money or money-substitutes on other items! The new rewards program will give players Loyalty points as those players purchase or spend credits, subscribe as a Patron, or consume REX (RIFT's tradable currency that can be purchased for real-world money). Since REX is tradable between players, a particularly thrifty player could accrue loyalty points without ever spending a real-world dime in RIFT's store.

Current and former subscribers will be awarded some Loyalty points based on how long they have been subscribed. Players will be able to use Loyalty to unlock exclusive costumes, the ability to change target icons, and unique dimensions.

This is all part of RIFT's free-to-play initiative and will be going live on June 12th with RIFT 2.3: Empyreal Assault.

The Soapbox: Diablo III's auction house ruined the game

Fantasy, Culture, Economy, Game Mechanics, MMO Industry, Endgame, PvE, Opinion, Hands-On, The Soapbox, Diablo III, Buy-to-Play

The Soapbox Diablo III's Auction House ruined the game
After his departure from the Diablo III development team, Game Director Jay Wilson released a statement that the introduction of an auction house "really hurt the game." While players predicted doom the moment the Real Money Auction House was announced, Jay argued that the gold auction house was equally to blame for the game's fall from grace following an absolutely stellar launch sales. I don't normally agree with what Jay has to say on Diablo III, but in this case he does have a very valid point.

Diablo II was consistently popular for over a decade thanks to its immense replayability. At its core, D2 was a game about building new characters and gearing them up by any means necessary. Every enemy in the game was a loot pinata just waiting to be popped, and players farmed endlessly for a few sought-after unique items. You almost never found an item that was ideal for your particular class and build, but you could usually trade for what you needed via trade channels and forums.

Blizzard claimed that the auction house was intended just to streamline this process, but when Diablo III launched, it was clear that the entire game had been designed to make the auction house almost necessary for progress. The fault here lies not just with the concept of an auction house but with the game designers.

That's right: I'm here to argue not only that Jay Wilson was right about the auction house ruining Diablo III but also that it was his own damn fault.

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Not So Massively: Cash MOBA tournaments, Diablo III's birthday, and Star Citizen's new website

Betas, Fantasy, Sci-Fi, Video, Business Models, Culture, Events (In-Game), Game Mechanics, Patches, PvP, News Items, PvE, Free-to-Play, Casual, Dev Diaries, Not So Massively, Sandbox, MOBA, League of Legends, Diablo III, Anniversaries, Crowdfunding, Star Citizen, Path of Exile

Not So Massively Cash MOBA tournaments, Diablo III's birthday, and Star Citizen's new website
Dota 2 celebrated the incredible sales of its world championship interactive compendium with free gifts for all players; the compendium has now sold over 266,000 units, raising the prize fund in The International to over $2,000,000 US. Third-person MOBA SMITE has recently entered the competitive tournament scene with two new weekly $1,000 tournaments. Rise of Immortals also announced its first competitive tournament since the Battle For Graxia update and revealed details of its hilariously-named ranged centaur character Murderhoof.

League of Legends revealed the new custom item set feature coming in Patch 3.7 and published a new champion spotlight video on classic ranged carry Ashe. Guardians of Middle-Earth also released its latest paid DLC character, The Mouth of Sauron, based on a character who was originally cut from the cinematic release of The Lord of the Rings: The Return of the King.

Diablo III celebrated the first anniversary of its release on May 15th with anniversary livestreams and a magic-find bonus for all players. The latest patch also raised the increments in which money can be sold on the Real Money Auction House to ten million in response to massive oversupply. Path of Exile revealed details of its upcoming Patch 0.1.1.0 that will add new party loot options and other features, and Star Citizen showed off its new website with a special e-commerce section in which players can buy ships for cash.

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Cloud Imperium unveils Star Citizen hangar module

Sci-Fi, Game Mechanics, MMO Industry, New Titles, News Items, PvE, Sandbox, Star Citizen, Buy-to-Play

Star Citizen - Hangar module with Hornet
Cloud Imperium has taken the wraps off Star Citizen's hangar module, a standalone app that's scheduled to be released to early adopters later this summer. Pledgers will get a chance to walk through their hangars and ogle their pledge ships, as well as climb inside them and invite their friends over for a spaceship-themed soiree.

The hangar module is "about 50 percent fleshed out right now," according to the spiffy Cloud Imperium video tour that you can watch after the cut.

[Thanks Eric!]

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Elder Scrolls Online elaborates on crafting and exploration

Betas, Fantasy, Game Mechanics, Community Q&A, Crafting, The Elder Scrolls Online

Elder Scrolls Online answers crafting and exploration queries
ZeniMax scooped up all of the questions that fans had after seeing The Elder Scrolls Online's crafting and exploration video, and answered several of the most pressing of them in a new post.

TESO will feature five crafting professions: weaponsmith, armorsmith, enchanter, alchemist, and provisioner. Of these, players are able to train in two fields so that a robust economy will develop between crafters. While there aren't any recipes in the game, players have multiple avenues to combine ingredients and make the same item. The studio indicated that those who have played previous Elder Scrolls games might have an advantage in knowing familiar plants and crafting ingredients and how they interact.

Other topics in the AMA include fishing lures, how big your library can get (there's no limit, basically), the use of Mundus Stones, and the difficulty of lockpicking. "Your lockpicking will automatically improve as you level, gradually making chests that were once very difficult to open a much easier prospect. Though your lockpicking skill will increase as you level, the chests you encounter in higher level areas will also be more difficult," ZeniMax explained.

Chaos Theory: Opinions, facts, and open flames

Game Mechanics, MMO Industry, Endgame, Opinion, The Secret World, Chaos Theory, MMORPG, Buy-to-Play

Chaos Theory  Opinions, facts, and open flames
It's not often that my writings take a ranty slant, In fact, I don't believe I have ever expressed anything along those lines here in Chaos Theory -- although I have a time or two elsewhere. Blue moons come and go much more frequently than I don my Massively-standard-issue flame-retardant garb and venture forth. But right here, right now looks to be one of those times, and I'm already suiting up. So what about The Secret World has me riled up enough to flex my woefully underused ranting muscle?

Nothing.

Seriously, I can't call to mind a single thing in the game deserving of a rant. Sure, TSW isn't perfect; there are flaws and there are things that could use improving, things that are certainly worth discussing. But rant-inducing? Nope. Too bad the same can't be said for people.

It doesn't matter how many times I've witnessed it: It never ceases to amaze me when folks trumpet their own opinions as fact while insisting dissenting opinions can't possibly exist. It's like they board the crazy train where the lines between opinion and fact are swirled together like coffee and creamer, where reality and logic are tossed right out the window. So as a public service, I'm going to derail that train.

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The Nexus Telegraph: Still moving in WildStar

Betas, Sci-Fi, Game Mechanics, Opinion, WildStar, The Nexus Telegraph

Or just stand there and let it reach you, that's cool too.
The downside to writing about WildStar in this stage of the game's lifecycle is that because of the very nature of beta tests, I'm going to be spending a lot of time speculating instead of talking about certainties. Last week, I speculated. I was wrong on some points, as I found out when I got a letter from Carbine clarifying some things that had previously been ambiguous enough for speculation.

The upside to writing about WildStar in this stage of the game's lifecycle is that sometimes I get letters from development staff letting me in on valuable inside information.

Aside from being able to clarify my previous incorrect speculation, I also have for you a number of other important bits of information regarding the game this week, including a brief discussion of whether or not the game will allow for flight on a regular basis. So since that's well worth discussing, let's go ahead and just make this column another dialogue about movement.

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The Daily Grind: When are rollbacks and wipes absolutely necessary?

Fantasy, Bugs, Business Models, Economy, Events (Real-World), Game Mechanics, MMO Industry, News Items, Opinion, Free-to-Play, The Daily Grind, Miscellaneous, Diablo III, Neverwinter

When are rollbacks absolutely necessary
In the last few weeks, two big games we cover on Massively have been slammed with exploits that have injured their respective economies: Diablo III and Neverwinter. In Diablo III's case, a gold duping bug apparently pumped insane amounts of cash into the economy. Neverwinter's exploits run the gamut from Foundry abuses to negative auction hall bids that don't consume gold to classes that can one-shot bosses making farming trivial. According to these claims, NW exploiters are making off with thousands of real-life dollars when cashing out their ill-gotten funds.

In both cases, players called for characters wipes and rollbacks, believing each exploit severe enough to merit a clean slate. But in Diablo III's case, while the studio dealt harshly with the exploiters, the developers disagreed with the need for wipes and do-overs, presumably having concluded that such drastic measures would impact the legit playerbase far more than would a dented economy. Neverwinter, on the other hand, chose to roll back the servers, causing widespread uproar.

That brings us to today's question: Which studio was right? How bad does an exploit have to be before character wipes and server rollbacks are absolutely necessary?

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!

EVE Evolved: Fanfest 2013 video roundup

Sci-Fi, Galleries, Trailers, Video, EVE Online, Culture, Events (Real-World), Expansions, Game Mechanics, Lore, MMO Industry, PvP, PvE, Opinion, Free-to-Play, MMOFPS, Events (Massively's Coverage), EVE Evolved, DUST 514, Dev Diaries, Sandbox, Anniversaries

EVE Evolved Fanfest 2013 video roundup
Last month saw the huge tenth anniversary EVE Online Fanfest, a three-day convention packed full of exclusive reveals, behind-the-scenes talks, and community events. This year's Fanfest was the biggest one yet, celebrating EVE's tenth anniversary with special guest speakers from the scientific community, the reveal of a new virtual reality dogfighter, DUST 514's launch, and details of the upcoming Odyssey expansion. Massively was there to bring you coverage of the big news as it happened, and CCP streamed some of the key talks and events live to viewers at home.

This year's Fanfest sold out so quickly that many people who wanted to go didn't get a chance to, and only a select few talks were shown on the public livestream. With such a packed event schedule, even players in attendance couldn't be there for every interesting talk. Thankfully, CCP recorded over 30 of the most anticipated events and has now uploaded the videos to YouTube. Highlights include the Make EVE Real videos, the EVE keynote, the CCP Presents Keynote, and the talks on how DUST 514 integrates with the EVE economy.

In this week's EVE Evolved, I round up all of the EVE Fanfest videos in a handy list.

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Stick and Rudder: Why all the love for Roberts and Star Citizen?

Sci-Fi, Culture, Game Mechanics, Lore, MMO Industry, New Titles, Opinion, Roleplaying, Sandbox, Crowdfunding, Stick and Rudder, Star Citizen, Buy-to-Play

Stick and Rudder - Why all the love for Roberts and Star Citizen?
I was talking with a gaming buddy recently who missed the whole space sim experience in the 1990s. He's a Star Wars fan and a real-life pilot pushing 40, so it surprised me to learn that he'd never heard of Wing Commander, Freespace, X-Wing, and the like. My jaw really hit the floor as our conversation turned to current games and I began to evangelize about Star Citizen and Chris Roberts.

"Who's Chris Roberts?" he asked, with a straight face.

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Rise and Shiny: DragonRealms

Fantasy, Video, Culture, Game Mechanics, Interviews, Previews, Opinion, Virtual Worlds, Community Q&A, Rise and Shiny, Livestream, Miscellaneous, Subscription

DragonRealms website artwork
As a part of MUD May, I just had to play at least one MUD for Rise and Shiny. I have a handful of favorite MUDs, like GemStone IV, BatMUD, and Achaea, but I have never really given DragonRealms a chance. Until now. I've poked into it here and there, but every time I found myself on the Simutronics website, I always logged into GemStone IV. I heard that DragonRealms was a lot different, more hardcore, and filled with PvP, and after spending an initial week with the game and the killer community, I can say that it is different, but mainly in a few outstanding ways. Of course I might find much more that sets the game apart if I played it for several years like some of the people I met in game, but for now I'll settle with telling you what I've learned so far.

The usual embedded video in this article serves two purposes. First, it's an interview piece I did with Eric Latham, Producer at Simutronics. Next, it's a glance at DragonRealms, from character creation to a bit of gameplay. It's not as in-depth as my other videos, but it keeps in the greater theme of MUD May.

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