Sep 24, 2015

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Kickstarter mud MMO canceled

Normally, he’d be in prayer session now, but his father was off on a diplomatic visit to Stromgarde, and Uther had accompanied him. Which meant that now Arthas had afternoons free for a few days, and he was not about to waste them, even if the weather was less than perfect. He clung easily and familiarly to Invincible as they galloped over the glade, the animal’s stride only slightly slowed by a few inches of snow on the ground. He could see his breath and that of the great white horse as Invincible tossed his head and snorted.

A few days before the MMO project voxel-based developer behind mud, it announced that the project had been canceled part way through the fund-raising as the team has provided more lucrative opportunities. Originally earn money before the team went to Kickstarter to begin formal fund-raising activities in the pure state of the game with the “rent”, MUD development and release of funds. Unfortunately, the game does not burst out of the gate, and left a $ 50,000 short-term goal of $ 65,000, at the time canceled.

Despite its obvious struggle to achieve its objectives, it is not the reasoning behind Kickstarter cancellation. The development of this Walsh notice posted on Kickstarter page MUD community, the team will move to several other projects and other developers approached the team title position. The team believes this is the best course of action, because it allows them to better collect funds, and plans to later stages of the game.

MUD is an ideal project for us, we need a self-financing, taking the work-for-hire projects. We started Kickstarter, so we can just focus on mud. But during the event, we have contacted several companies to create competition for them. It was a difficult decision, but we have decided to cancel the event and the MUD aside for a moment. While this unfortunately means MUD will take longer to complete, it can help us in the long run, by allowing the growth of our team, there is more money in the future for the MUD.

We’ve learned a lot doing Kickstarter activities. We have recognized that you, our audience, well, your feedback is very valuable to help us focus on the design. We hope that the MUD is the best game you can, so we take this opportunity to ensure that possible. Once we have enough money, we will go into right back, let MUD best game possible.

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Sep 24, 2015

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Armored warfare open the door to the masses

Taretha blinked at him. It took a moment for her to understand what he was saying, and then cautious relief and gratitude spread over her face as she poured the wine. After a little while, she began to respond to his questions with more than a few polite words, and they spent the next few hours talking before they agreed it was time for her to return. As she picked up the tray, she turned to him.

My.com and Obsidian Entertainment today announced the upcoming launch of the first open event of the stress test military combat online game, armored warfare. The event, which is open to all interested players, scheduled to begin this weekend on September 24 and continue through until September 25. Opening pressure test event armored war everyone involved will be treated as a unique forum title and be able to experience the content of some of the new works, including new PVE missions and additional PvP map.

The stress test event marks the final phase of obsidian mobile armored warfare toward its beta launch. The first stress test is designed to give developers time to ensure the game is technically ready for a greater number of players, while allowing the community to provide games and stability characteristics of the current state of feedback.

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Sep 16, 2015

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August EverQuest 2 server consolidation

A chorus of sharp screeches from outside broke Viryx’s line of thought. She left the hut, tucking the scroll into her belt. Outcasts were fleeing in all directions. Overhead, something large scrambled through the crimson- and green-leaved canopy.

EverQuest 2 executive producer Holly signaling official “Windstalker” Longdale latest production of what teasing at the forum a couple of months back: EverQuest II will “merge” (do not merge it!) Around the end of this month US servers this month, Russia, Japan and the EU server follow later this year. To merge the server has not been determined, but the dawn is planning to allow players to vote for the new combination, the name of the server.

In addition, Longdale mentioned a new activity is still working, and there was a prelude to the event may suddenly appear in the end of September. Meanwhile, if you want to be a part of community development roundtable valley of Kyle, “Kandel”, there is still time to sign up and let your voice.

There are still some surprise, but … Longdale says her team still has “a few things our sleeves,” they are “going to try a few ideas.”‘m Glad to see some innovative MMO try near its 11-year-old birthday.

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Sep 16, 2015

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HI-REZ STUDIOS announces new free play TITLE “Knight”

Hi Suarez Studios, the team behind the attack, has announced their next game to enter the free play space “Paladin: The Kingdom of the championship” team-based, first-person shooter game combines elements of fantasy card games based on progress to strengthen ability and statistical data. Paladin is now expected to be released PC and current generation consoles.Viryx squeezed the kaliri. The bird chirped in pain, thrashing helplessly in her palm.

“We have succeeded in maintaining the secrecy Paladin more than a year, so the team is really looking forward to the hands-on demo GamesCom receive feedback,” Todd Harris, COO of high-tech studio Suarez said. “We are focused on fun and let us find a competitive thing, and soon players will help us craft how Paladin grow from here.”

In Paladin, mutual opposition team captures a control point and destroy the enemy base while defending himself. Each battle has entered a major weapon, fighting a fight and athletic ability, and individuals to install quickly carried from a fight next. Players can start every game for the activation and development in leveling the match, and enhance real strength, defense, and practical entire conversation skills cards can be customized platform.Viryx released the kaliri. She pulled her dagger away but kept it in hand. “What do the words mean?”

If you want to go GamesCom you can get some hands-on time with the game, if not, pay for new registration test Paladin site visits, and check out some information on some of the game’s heroes. Currently scheduled for release in 2016.

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Aug 28, 2015

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Are the Pathfinder Online Settlement Mechanics Too Detailed?

It’s amazing to see how much mmorpg games have changed since they first burst upon the scene in the late 1990s. Since then, online games have definitely changed course to appeal to a broader base of players. While this definitely made financial sense, gamers that were looking for a greater challenge felt left behind. Fortunately for them, a number of sandbox mmos are being developed, and one of these is Pathfinder Online. I became familiar with this game as I’ve played the pen-and-paper rpg a few times in the past and was intrigued about an online version. One of the key elements of Pathfinder Online is the creation and use of settlements by players. The developers recently posted a blog entry that dove into some of the mechanics behind this system, and I have to say that it’s pretty intricate. Are the Pathfinder Online settlement mechanics too detailed?

Pathfinder Online settlement

Pathfinder Online settlements are the centerpiece of the game’s design. What is interesting is that a settlement is more than just a collection of buildings within the online rpg. They are both a place and a social grouping of players. When a player is part of a settlement, that means that they’re part of the settlement’s ownership and management. To show how important Pathfinder Online settlements are, the structures in said settlement reflects the abilities that a player’s character can use as well as the skills that they can train. This also means that characters can lose access to certain abilities if they leave the settlement. The end result is that the use of settlements and the attendant resources needed to fuel them will lead to groups of players engaging in some serious PvP to gain territorial control.

This is a highly interesting system, but I would like to focus a bit on the core mechanics of laying out and building Pathfinder Online settlements. The first Goblin Squad Newsletter put out by the developers delves more deeply into these mechanics, but I must point out that such mechanics are subject to being changed as the game continues to develop. The basic building block for creating settlements is kits with additional crafting components needed, depending upon the structure being built. An example that was given was of a Garrison structure needing a selection of swords, armor, decorative weapons, and books about combat in order to start. Luckily for ambitious builders, the developers provided a handy spreadsheet that includes all the recipes for the new kits.

Buildings in Pathfinder Online settlements come in different sizes, and each settlement only has a limited number of slots. The initial size of a settlement will include two large slots, six medium slots, and ten small slots. Some building examples include auction houses (large), universities (large), war wizard academies (medium), temples (medium), woodshops (small), and libraries (small). So far, so good. I’ve got a decent handle on creating settlements in the game.

However, the Pathfinder Online settlement system goes into much more detail. Take a gander at this text on development indexes: “Each Settlement has three Development Indexes, which are resource pools that function in a similar fashion to Company Influence but at a Settlement level. Development Index points are gained by controlling hexes via Holdings and building Infrastructure in your Settlement. Development Index points are banked in structures in your Settlement when you build or upgrade, and the banked points are returned when the structure is downgraded or destroyed.” It appears that there are three development indexes (security, civilization, and morale), and the max development index of a settlement is based upon the square root of the number of holdings held by companies (guilds) in the settlement times one hundred, plus a bonus for each upgrade applied to one of those holdings.

In case you have a desire to return to math class, there are still more numbers and figures coming our way. Another of the Pathfinder Online features as it pertains to settlements is infrastructure, which are objects that represent an investment in making the settlement a better place, but they are not buildings. An increase in infrastructure increases the development indexes of a settlement. There are multiple levels, each with associated weekly upkeep costs and a bonus to the development index. You can read the entire post on Pathfinder Online settlements here, and one thing you will notice is the inclusion of a few tables and the spreadsheet noted above.

Pathfinder Online tannery

To be honest, when I first started reading the mechanics of settlements within the mmo, my eyes began to glaze over. I’m a simple gamer who just wants to stab bad guys in the throat, steal their stuff, and make some virtual coin in the bargain. Anything that requires me to look at a spreadsheet or use a calculator is way too detailed for my tastes. With that being said, the Pathfinder Online features that I’ve discussed are quite necessary. As settlements are the core feature of the game, it behooves the developers to create a robust and intricate system to allow gamers the chance to create a settlement of their own design and one that fits their needs. I’m not the core gamer that is being targeted by this mmo (plus, I tend to jump around from game to game due to the nature of my job). Gamers who are eager to leap into the sandbox world of Pathfinder Online don’t want a basic system that just scratches the surface or does not require a good deal of planning and effort in order to build and maintain a settlement.

Therefore, the answer to my question of whether the Pathfinder Online settlement mechanics are too detailed is an absolute no. The work done on this system shows that the developers have put a great deal of time and energy into crafting a system that will not only work in its own right but will also satisfy the myriad needs of thousands of gamers and guilds. There are currently 33 player-run settlements in the game, and more will be added over time. What’s amazing is the sheer pride that players have in the settlements that they’ve created, and you can bet that such pride will lead to some fierce conflicts down the road as settlements will eventually vie against other settlements. My preferred style of playing means that I’m not the target audience of Pathfinder Online, and that’s totally okay. I love it when a game goes full bore into creating features that their targeted players want to see. It’ll be fascinating to see what kingdoms arise from these initial humble settlements.

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Aug 28, 2015

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Should MMO Companies Concentrate on a Single Game?

A lot of game companies are synonymous with a particular mmo game. Blizzard will always be tied to World of Warcraft, and Jagex will forever be linked with RuneScape. Some companies juggle multiple titles to varying degrees of success whilst other companies focus all of their attention upon a single game. There are concrete and legitimate reasons for either action. The question that we ask today is: should mmo companies concentrate upon a single game?

The thought of a company focusing on a single mmo popped into my head when I read that Hi-Rez Studios recently surprised gamers and industry pundits alike with the announcement of Paladins, their upcoming mmofps. What struck me was that they had quietly worked on the game for over a year, and, in that time, SMITE has rocketed in popularity. I know that Hi-Rez Studios also has Global Agenda in their roster, but that particular mmofps had been put on the backburner as the company poured their resources into SMITE over the last couple of years. One would think that they would continue to focus on SMITE as eSports and moba games continue to massively surge in popularity every single year.

There are both pros and cons for companies concentrating on a single mmo. The main pro is that the game benefits from having all the company’s resources poured into it. We do know that a single game company can be wildly successful. The proof of that is Riot Games and their League of Legends. While some may smirk and say that the company should be called Riot Game, nobody is laughing as the moba is generating a billion dollars in revenue. Such massive success is hard to argue with, but one could counter that Riot Games is a one-trick pony. (But, oh, what a pony it is!) Believe me, there are a horde of game companies that would gladly be a one-trick pony like Riot Games.

The drawback to focusing upon a single mmo is what happens if the game fails? There’s something to be said for not putting all your eggs in one basket. Just like the stock market, it’s always prudent to diversify your portfolio. If a game company puts all their hopes on a single mmo, and that mmo fails, then it’s bad news for the company. Blizzard has taken the pragmatic approach as World of Warcraft has had its subscriber numbers drop over the years by developing and releasing other games. Titles like Heroes of the Storm and Hearthstone have added nicely to the company’s bottom line. In particular, Hearthstone is generating a cool $20 million a month in revenue, and that number is likely to go up over time.

Some could argue that working on multiple games could dilute the overall product as talent and resources are stretched thin. This is a valid concern, and steps would have to be taken to ensure that any major updates to those games do not compete with one another. The most important criteria on whether a company should focus upon a single mmo is the size of the company itself. Blizzard can afford to have multiple, high-quality games in production at the same time as they have thousands of employees. By contrast, Project Gorgon is being created by a husband-and-wife development team. The zombie mmo Survive the Nights is being developed by a team of five people. A company that has an overabundance of resources and people could devote a considerable amount of energy into multiple titles without worrying about a lack of quality. In comparison, a small company will have to focus their attention upon their lone game in order to maintain a good level of quality and to ensure that the current player base stays engaged with the game.

Overall, I don’t think an online game company focusing upon a single mmo is neither good or bad. What matters is the effort and care they put into supporting the game (or games) under their belt. Players can tell when developers are excited about the game that they’re working on, and the final product tends to show the quality put into it. A company like Hi-Rez Studios can afford to develop a game like Paladins because the great success of SMITE has allowed them to hire additional people to work on the new product. With that being said, the company should take great pains to ensure that their core game is not negatively impacted by working on multiple titles. CCP has spent several years trying to launch new games based upon their EVE Online setting to varying degrees of success. In the end, as long as a company has the resources to work on multiple mmo games without diluting the quality of any of them, then there’s no problem at all.

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Aug 17, 2015

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OTHERLAND ENTERS EARLY ACCESS ON STEAM ON AUGUST 26TH

It was announced years ago, has jumped developers and publishers, and by and large seems like the sort of thing that was never going to come out. But Otherland is indeed coming out on August 26th. Granted, it’s only “coming out” in the sense of an Early Access launch on Steam, but that’s still far more than fans of the original novels have likely expected for the past few years.

Otherland is an action MMO offering housing, an “eDNA” system allowing players to copy and clone items, and a variety of different game environments to explore. You can see exactly what the game will play like on the 26th for yourself if the top-level overview has you intrigued, or if you just loved the books and can’t wait to see the virtual worlds made… well, not real, but virtually explorable at least.

 

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