The name Icewind Dale conjures a lot of fond memories for fans of both the Forgotten Realms and turn-of-the-century RPGs. Fortunately for both groups, Cryptic and Perfect World are returning to the iconic locale in Neverwinter's next expansion.
Module 3: Curse of Icewind Dale is slated to release "later this spring," according to a news blurb on Cryptic's Arc website. Players can expect "new PvE content," new features, and "completely different ways to PvP."
The Neverwinter dev team has released a brief preview trailer for Module 3, and you'll find it behind the break.
Is that spring ahead? It matters not to the Massively team, since being cooped up inside just means that there's more time to play games! This week on the podcast we talk about the future plans for several MMOs, a revamped UI, and another studio's stab at cleaning up its MMO forums.
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Feel like you're not getting enough info on Star Citizen's development progress? Cloud Imperium chairman Chris Roberts has penned an epically long update that's now live on the game's website. "The concept is simple -- a high level monthly production progress report from the various teams from around the world working on Star Citizen," he writes.
Those teams include a whopping 212 developers, which Roberts says is more people than typically work on a triple-A console title and which makes SC the largest space sim project in history. In terms of alpha progress, Roberts says that CIG will unveil the long-awaited dogfighting module at a special backer-only pre-PAX event. It will be playable "shortly after PAX."
There's much more to the post, including updates from all of CIG's studios, so grab your favorite beverage and click through the links below to get caught up.
Fans of Guild Wars 2's living story villain Scarlet Briar -- all five of you -- will likely be disappointed by the finale launching today in ArenaNet's core MMO, but everyone else will be letting out a big cheer and enjoying some fresh loot piñatas. Marketed as the "final showdown with villain Scarlet Briar," the Battle for Lion's Arch patch will allow players to try to reclaim the beloved capital city that's been under siege for the last two weeks.
Players will engage in a desperate struggle to take back one of the game's most important cities and a major hub for players. The city of Lion's Arch has fallen to a vicious surprise attack from sylvari super villain Scarlet Briar, backed by her army of Tyria's dark forces and an arsenal of war machines. Her weapons of war include the massive airship drill Breachmaker, which continues to bore deep beneath the city's harbor. Under the shadow of this mechanical monstrosity, players must now rally to reenter Lion's Arch to challenge Scarlet's army, and perhaps face the villain herself.
Blizz is certainly no stranger to TV commercials, and this cinematic trailer gives us a glimpse into the good-vs.-evil plot of the new expansion that's set to go live on March 25. You can now update to the pre-patch which already includes plenty of goodies to tide you over before launch, and be sure to watch the commercial included after the jump below.
A recent psychology paper picked up by Slate suggests that maybe there's more to bad behavior on the internet than previously thought. Researchers asked study participants to evaluate what they found most fun about commenting on the internet, then gave those same participants a personality test to determine their levels of sadism, narcissism, psychopathy, and Machiavellianism -- the "dark tetrad" of antisocial personality traits. (One of the agree/disagree statements on the personality exam? "I enjoy griefing other players in multiplayer games.") The researchers found a significant correlation between those who flagged as sadists and those who claimed to enjoy trolling and expressed "sadistic glee at the distress of others."
While the study focused on the 5% of participants who cause comment moderators the most grief on the internet, over here in MMOland I'm wondering whether this study would map equally well to griefers in video games since we might define griefing in a virtual world the same way: causing someone distress because it's pleasurable for the griefer. That guy who ganks your lowbie and corpse camps you for an hour might not be so socially well-adjusted in the real world after all, in spite of what griefer-apologists have been claiming all these years. What do you folks think? Does griefing in MMOs reflect a sinister personality?
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!
Defiance is going all Old West on us with its next DLC pack, and we've got an up-close look of the update to share with you.
The Gunslinger DLC will take players on a trio of new mission arcs and deliver good-looking Western gear to go along with the theme. The DLC will also include nine additional co-op arenas and a new system of scoring arenas that gives incentives for teams that work together.
It's time for another EverQuest Next Landmark video dev diary. Your host is EQNL lead systems designer Michael Mann, and he's a got a lot to say about harvesting tools. He enlists a bit of help from lead character artist Kacey Helms, who takes viewers on a journey from in-game axe concept to finished in-game axe model.
Next up is lead animator Aaron Carlson, who shows off mining animations, followed by VFX artist Lisa Charriere, who explains what SOE's thinking in terms of particle effects. Finally, we're treated to a sneak peak of the Pulverizer, which is a new tunneling tool currently in the works. Click past the cut for the full video!
Starting on April 1st, the price to transfer a character between worlds in the game will go from $25 down to $18. Even better, players will no longer have to wait 90 days before utilizing this service again, as the time between transfers will be reduced to a mere three days.
Go ahead and put your April Fools' quip in the comments section. You know you want to do it.
Trion Worlds has today confirmed that its MMORTS-turned-MOBA End of Nations is officially on hold. A spokesperson for the studio sent the following statement to Polygon:
As we informed EON's community last fall, internal development on End of Nations was put on hold in late 2013 while we evaluated potential paths forward for the title. We're currently focusing the company's energy and creativity on Rift, Defiance, Trove, ArcheAge and some new projects that we will be revealing soon.
"We are pleased to announce that as of today, Monday, March 3rd, automated character transfers are available to all players for both Free People and Monsters," Turbine posted on the forums. "This is something you have been requesting for some time, and we are very excited to have the service ready for you now!"
Players can move characters between servers by purchasing transfer tokens through the LotRO Market website. One token is $24.95, three tokens is $69.95, and six tokens is $134.95. Unfortunately the new system will not take Turbine Points, nor will it allow players to transfer between NA and EU servers. Turbine said that players have a "limited time" to request a transfer with Turbine Points by contacting support.
Players who cannot wait to get in on the game, even with placeholder graphics and numerous bugs, should make sure that their Battle.net accounts are up to date and have opted in for the beta. Again, invitations will be extremely limited at first, although the roster of testers will expand as time goes by. If this sounds like your sort of gig, make sure you've opted in, and stay hopeful that Blizzard will grant you a coveted invitation mail.
Coupled with the latest game version 2.4 ([which] will also be available on the established server), the new server will provide improved team-up function, restructured tourney events, new level content (lvl 50-60), and of course exciting new server event. This time, new server events will become goal-based so that they are capable of benefiting as many players as possible.
The studio tweeted that the Steam launch might be slightly delayed but that developers are "talking with Valve to make the launch ASAP."
[Update: Mechanist has postponed the Steam launch thanks to "critical issues (discovered) when testing (the) live server on the Steam version." The studio promises an update during local business hours.]
Wait a second -- this phase of beta? No, the tweets don't say that there's another beta phase incoming, but that's certainly the implication, which would mean that the game is creeping that much closer to an open beta and a possible release date. So that's good news, although it still doesn't make up for the fact that anyone not already in will be stuck on the outside for the rest of this phase.
Final Fantasy XIV is not World of Warcraft. We are not in urgent need of an ability squish after years of play; you hit level 50 with a pretty reasonable number of abilities. The fact that everything needs to be workable on a PlayStation 3 controller helps discourage button bloat, to boot. But you still wind up with a lot of abilities to use in rapid conjunction and marks to place on various targets as a tank. You can run out of convenient space, in other words.
That's one of the things that macros can help address, but it's not even close to the only thing. You can use your macros to make your rotation tighter, you can combine necessary abilities, you can mark targets, and you can even toss in a text line on every ability use. (But that does get kind of spam-heavy.) So let's look at some simple macros that will make your Final Fantasy XIV experience that much cleaner.
Above & Beyond has released its latest monthly status report on The Repopulation. In February, the design team added the adversarial camps stretch goal to its sci-fi sandbox, which will allow devs to "generate much of the game's content on the fly and help ensure that players do not have a static experience."
Additional work was done on the title's customizable XML-based UI, the harvesting mechanics, and a fitting system for robotic pets. February's "largest changes" came in the form of additional world content, as the dev team is looking forward to adding more testers for Alpha 3 "in a few weeks."
How much money have Kickstarter projects made since the service's April 2009 inception? That's right, over $1 billion-with-a-B dollars. MCV reports that US citizens lead the way with over $663 million in pledges, followed by backers in the UK, Canada, Australia, and Germany.
On April 28, 2009 -- Kickstarter's first day -- a total of 40 people pledged $1,084 to seven projects. On March 13, 2013 -- Kickstarter's biggest day to date -- 54,187 backers forked over $4 million-plus for 1,985 different projects.
While Kickstarter isn't restricted to gaming drives, they do lead the way in terms of total funding with over $215 million in pledges as of press time.