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Filed under: PvP

July letter available from Warhammer Online's executive producer

Filed under: Fantasy, Events, in-game, Patches, Previews, PvP, Warhammer Online, News items

Back when she was first placed in the position of Executive Producer for Warhammer Online, Carrie Gouskos promised to try for a letter every month. She's stayed true to that promise, and as the end of July approaches at breakneck speeds, there's a new letter for the fans. After a quick recap of the known news about the game (the testing of patch 1.3.6 and the European migration), there are several other updates, starting with the return of the Wild Hunt to the game with the coming patch.

The letter also contains the promise of a new 6v6 scenario for the Weekend Warfront rotation, citing the matchup as a popular format that needs more representation. We also get a hint of future plans to help encourage RvR whilst leveling, said plans involving new enemies with high XP values being added to the RvR lakes. There's also a promise of a rework to the mechanics of some of the ranged classes, a coda to the most recent letter which should have several points of interest for dedicated Warhammer Online fans.

Wasteland Diaries: New paint job

Filed under: Fallen Earth, Events, in-game, Patches, PvP, MMOFPS, Wasteland Diaries, Post-Apocalyptic

The Fallen Earth 1.6 patch is a couple days old now, and I've had a chance to check out some of its features. I've painted more vehicles than Earl Scheib this week. I was able to test the respec injectors on the Public Test Server (PTS). I haven't tried them on the live server yet, but I have a few misallocated points that aren't serving much of a purpose. I was able to run through the new, extended tutorial with a brand-new clone. And the Fallen Earth team has given us the ability to flag ourselves for PvP anywhere, anytime. This should prove interesting.

If you have been waiting on the sidelines for the next patch or are wondering what new things are in store for us, I will give you a breakdown of the new stuff I have been able to check out myself after the cut. The patch is only a few days old, but I have been trying to experience the new features to the fullest in that short time.

Hulkageddon III ends with an estimated 288 billion ISK in damage

Filed under: Sci-fi, EVE Online, Culture, Events, in-game, PvP

Much to the dismay of miners everywhere, EVE Online's infamous Hulkageddon event made a return earlier this month. In this irregularly-scheduled fan-run event, ruthless pilots compete to kill as many mining barges as possible within a short period of time. While some kills are found in wormhole space and nullsec as part of a standard PvP roaming squad, most tend to be the result of suicide attacks carried out in high security space. As most miners stay in highsec, this is where most of the targets for the Hulkageddon are found.

Opponents of the event argue that it causes unnecessary hardship for ordinary EVE players who enjoy mining. The event's organiser, infamous pirate Helicity Boson, responds to critics with her belief that it's a perfectly valid way to play the game. In an exclusive interview with Massively before the event began, she suggested that any pilot paying attention could see the suicide attacks coming and would have plenty of time to escape. A significant portion of mining barge kills during the Hulkageddon are also believed to be macro-miners, adding another dimension to this already controversial issue.

The latest Hulkageddon ran from the 9th of July to the 18th, ending with an estimated 288 billion ISK worth of mining ships destroyed. To put that figure into perspective, it would cost you over $16,550 US Dollars to buy that much ISK legitimately by purchasing game time codes and selling them in-game for ISK. The prize-giving for the event was recently conducted, with a single ruthless player by the name of "Phil MacMannon" taking the vast majority of the prizes. With the event concluded, miners can finally breathe a sigh of relief and get back to eating every asteroid in sight.

Fallen Earth patch 1.6 arrives today

Filed under: Fallen Earth, Patches, PvP, News items, Post-Apocalyptic

The Wasteland is temporarily closed for maintenance. The Fallen Earth servers are down, and when they come back up at 1 p.m. eastern, you can expect to see a lot of changes thanks to patch 1.6. The game's patch notes, posted last night, gave us an idea of what to look for.

You'll find quite a few minor fixes and changes with this patch. Cars will be pink, orange, and powder blue. Doors will be fixed, weapon sounds will be improved, and floating items will be brought down where they belong..

It's not all just cosmetic, though. If you've been putting off heading to Monkeytown to get that song stuck in your head and pick up a set of monkey wrenches, it's too late -- the town is gone, replaced by new missions and a repeatable town event. Check them out to find out what happened in Monkeytown.

Minor Respec -- a welcome addition that allows you to to reallocate 5 AP -- will arrive with this patch, as will an extended tutorial that will help new players a bit more. If PvP is more your thing, you'll be happy to know that once the servers are back up, you can type /pvp and flag for PvP anywhere in the world, not just designated PvP areas.

There is even more to be seen, and the patch notes make for a good read while you're waiting for the servers to come back up, so check them out on the Fallen Earth forums.

MAG patch 1.07 due out next week

Filed under: Patches, PvP, MMOFPS, MAG

MAG's next patch, due out next week, will bring some very welcome free updates to players. While the full patch notes aren't available yet, the MAG team has provided a short list of updates to hold fans over for a bit.

MAG v1.07 will bring a number of fixes, content changes, and additions to the game, including a new happy hour feature. Happy hour is a double XP bonus that's applied to the first hour of every player's gaming session in a 24-hour period, giving you a little boost to start off with.

You'll also find better lighting, redesigned maps, a new faction neutral Supression gameplay mode, and new code that allows for faster patching. Check out the current patch notes on the MAG site, and keep an eye out for the complete notes, available nearer the time of the update.

Massively's Community Detective, Issue #2: Darkfall and EVE Online

Filed under: Fantasy, Sci-fi, Darkfall, EVE Online, MMO industry, PvP, Opinion, Community Detective

"We hope you understand that there's nothing we can do at the moment," says the support email we just received from Aventurine, developers of Darkfall. Not exactly what you want to hear from customer service, is it?

Welcome to another issue of Massively's Community Detective, where we're primed and ready to take you into the trenches of MMORPG community and customer service. This week we've got full-blown battlefields complete with land mines, dismemberment, e-peen waving, and all the other things you've come to know and love about PvP. Yes, we're delving into the world of Darkfall, and if that's not enough for you, we'll also be heading for the heavens in a very different (but equally cutthroat) PvP sandbox called EVE Online.

Join us after the cut to see how these two titles fared in terms of community and customer service support.

SDCC 2010: You can play as iconic characters: Massively's interview with DC Universe Online

Filed under: Super-hero, Events, real-world, Interviews, PvP, News items, DC Universe Online

Last week we had a chat with Sony Online Entertainment's President John Smedley about preorders and beta for DC Universe Online. We talked quite a bit about the ability to play as Batman via a preorder bonus, and one of the questions we asked was "Will there be more opportunities in the future to play as familiar DC Universe villains or heroes?"

John replied that they were thinking about it, but it sounds like the DCUO team has been doing a lot more than just thinking about it. We caught up with DCUO Studio Art Director Mike Daubert at Comic-Con this weekend, and he had some pretty exciting news for us.

Follow along after the jump to see what he had to say!

Wasteland Diaries: The end

Filed under: Fallen Earth, PvP, PvE, Opinion, Roleplaying, MMOFPS, Wasteland Diaries, Post-Apocalyptic

When I first heard about Fallen Earth, the first thing that piqued my interest was the post-apocalyptic setting. The second thing was the FPS-style gameplay and the third thing was the factional PvP. I was delivered the setting in spades; I got a good, healthy dose of FPS action. I will admit, I got a good deal of PvP as well, but not much of it was factionally driven. The understanding I had of what to expect when I hit max level was enforcers and CHOTA squaring off for control of a town, slugging it out for hours on end. But in reality I got sporadic random battles or clan warfare. PvP was supposed to be the endgame material. At least that was the impression that I got.

In this post I will look at the current state of Fallen Earth's endgame, and what we might expect to change from the information garnered from the recent State of the Game. Many people aren't sure what to do in the game once they hit the level cap. After the cut I will take a look at the state of Fallen Earth's endgame and where I expect it to go given the recent announcements.

Fallen Earth PTS patch features respecs, pretty colors

Filed under: Sci-fi, Fallen Earth, Patches, PvP, News items, Post-Apocalyptic

If you haven't yet put in an appearance on Fallen Earth's public test server (PTS), there's no time like the present. The game's newest patch, 1.6, has just been pushed to the PTS shard, and it's ripe for all the poking, prodding, and pummeling that players can muster.

The update brings a boatload of new features to the wasteland, including arboreal graphic enhancements, a revamped newbie tutorial, minor respec points, custom vehicle paint colors, and PvP flagging. Grab your respec injectors from mutagenics merchants and type /pvp to prep your clone for all the ganking action you can handle (and type /pvp again when you've had enough).

Read all about it on the official site as well as the official forums.

Waging WAR: The Nagaryth Chronicles, supplemental

Filed under: Fantasy, Classes, Game mechanics, Patches, PvP, Warhammer Online, Opinion, Hands-on, Waging WAR

During the last three weeks, Waging WAR took a look at the shadow warrior career in Warhammer Online, in an attempt to gain personal experience and insight into the complaints that most players have with the class. Due to popular demand, this week we return (albeit briefly) to the shadow warrior class to touch up a few frayed ends. We also set our sights forward and look ahead to future issues of Waging WAR.

I felt that my review of the career was based on solid ground, given the scope, and taking the setting and focus into consideration, and considering the fact that I had to grind the levels relatively quickly in order to stay on-time and deliver the column promptly. Despite my original intention to simply gain personal insight and experience with the class in an effort to have greater understanding of its hot-button issues, many of the Waging WAR readers who left comments were disappointed with my experiment, as I didn't have time or space to have a serious look at the skirmish and assault trees. So, throughout the last week, I felt obliged to play my shadow warrior, focusing all of my mastery points in either skirmish or assault (starting at rank 30, there are more than enough points available to explore an entire tree, and even a few inter-tree synergies).

Follow along after the break to find out how things went for me.

TERA's Mical talks political system, endgame PvP

Filed under: Fantasy, Interviews, New titles, PvP, News items, TERA

Want to know more about TERA's political system, as well as juicy details on the forthcoming action MMORPG's endgame PvP? Yeah so do we, but at the moment the best we can do is an interview with En Masse Entertainment's Jason "BrotherMagneto" Mical. The German fansite Onlinewelten managed to snag a few moments of the community manager's time, and while he steadfastly avoids revealing much beyond the title's talking points, at least the talking points are moving away from Westernization and in the general direction of actual game information.

Perhaps the most interesting comment to come out of the interview is a remark tying together the title's PvP and political systems. "Valkyon points are part of the political system, and yes they are associated with PvP as well. Political clout can be gained by defeating enemies-especially very skilled ones-or enemies with clout of their own," Mical says.

Get your Darkfall Fun Hulks this summer

Filed under: Fantasy, Darkfall, Patches, PvP, News items

If you've ever wanted to toodle around the world of Agon on a one-man sled with a huge cannon mounted on the front, Aventurine has the summer update for you. While we'll stop short of categorizing the Greek developer's PvP-centric Darkfall as a whimsical game, there is no denying the fact that its developers are packing a sense of humor into the title along with all the blood spurts and horrific sound effects.

Resfelm, Aventurine's community liaison, brings us word of a new craftable vehicle called the Fun Hulk, and while it's not green, prone to fits of anger, or the star of a bad Ang Lee film, it does feature the aforementioned cannon and is much easier to craft than a full-sized warhulk.

In addition to the vehicle, Darkfall's devs are introducing new items called Use Flags (which when used in conjunction with your new ride) provide you with the tools to set up your own starting line, finish line, and waypoints. This being Darkfall, player racing events are more likely to resemble Death Race 2000 than Mario Kart, as the Fun Hulks can damage other Fun Hulks and can take damage from anything.

Expansion brings new PvP battle systems to Archlord

Filed under: Fantasy, Expansions, PvP, Free-to-play

Archlord fans can expect a new expansion in the coming weeks, and it will bring some new PvP content to the game. Episode 5: The Grand Cross will bring a new system called The Battle Ground to Archlord.

The Battle Ground will bring race-vs.-race PvP to the game in a massive battle held every Thursday and Saturday. Players will join an army of their race, infiltrate the enemy base, and seek to kill the enemy players and heroes.

Winners will gain not only bragging rights, but a special race spirit ability which will make all members of that race army stronger. Players will also earn Charisma points for kills in battle, which can be used as currency at the Charisma Gate.

Keep an eye on the Archlord site for all the details on The Grand Cross, and check out our gallery for a first look at the expansion.

Aika's lead nation system kicks in without warning

Filed under: Fantasy, Culture, Game mechanics, PvP, News items, Free-to-play, Aika

With all of the major updates in Aika's first free expansion, Ashes of Betrayal, it might have been easy to miss the inclusion of an underdog system designed to help the lowest-ranked nation in the game's overarching PvP system. What the development team didn't discuss at the time was the other half of the system -- a mechanic to ensure that the lead nation wouldn't have nearly as much dominance over its opponents. That system was rather forcibly demonstrated to players over the weekend, with a post going live explaining exactly what the system is and how it works.

The short version is that when a nation is determined (via automatic processes) to be in the lead, it is no longer capable of forming alliances and is kicked out of any existing alliances. This has met with some resistance from Aika's players both in the news post and in threads on the official forums, as it essentially broke an alliance without warning or any explanation at the time. Some players are viewing the penalties to an arbitrarily determined "lead nation" as crippling a nation while splitting friendly nations apart forcibly. Even if the system itself provides an interesting balance mechanic, it's still leaving a bad taste in the mouths of the game's players, especially in light of earlier incidents when information wasn't immediately available.

Waging WAR: The Nagaryth Chronicles, part three

Filed under: Fantasy, Classes, Game mechanics, PvP, Warhammer Online, Opinion, Hands-on, Waging WAR

This week bears with it the final installment to Waging WAR's Nagaryth Chronicles, which took a long-term, in-depth look at the Path of the Scout mastery tree available to Warhammer Online: Age of Reckoning's shadow warrior. Admittedly, Greg didn't have time to take his character all the way through to rank 40/40, but this past July 4th weekend's double XP and renown bonuses allowed him to level through Tier 3 relatively quickly. He's also promised us that he'll continue to play her casually as a break from his Archmage main, from time to time.

Again, I would like to take a moment to respond to some feedback left as reader comments to last week's column:

@Taawa -- According to my experience, festerbombs are absolutely deadly (think: "BOOM Headshot!"), possibly even moreso than any sort of infiltration attack by stealth-class melee-damage-per-second (MDPS) careers. If you're the type who enjoys sneaking around terrain and quietly selecting a target while taking time to prepare a guaranteed kill, you'll enjoy this build. I'll explain more after the break.
@Kyelthis -- Again with excellent feedback: the Steady Aim (SA) - Replenishing Strikes (RS) - Rapid Fire (RF) combination (a combination that had never occured to me until you pointed it out) is almost always as effective as Lileath's Forgiveness (LF). However, I feel that my use of SA is slightly more productive. I'll explain why after the break.
@Hal900x -- I'm pretty sure you're mistaking Unshakeable Focus with SA. Also, Shadow Sting (SS) is extremely short-range (45'). My ideal build (complete by rank 35) was focusing on extremely long-range, high-burst, sniping -- which is why I opted for Fell the Weak (FTW, 100') instead, since it has the same effect except instead of requiring an ailment, the "mortal strike" component requires Vengeance of Nagarythe (VoN, and is one second longer in duration to boot!). Finally, SA applies a 50% increased critical chance to damaging attacks, not to the overall critical chance of the character; thus, any attack during those six seconds has its critical chance treated like a coin flip: heads for a critical, tails for a normal hit.

So, why do I think that shadow warriors are fine and don't need the attention that everyone seems to claim they need? I'll discuss my side of the issue after the break.

Massively Features


Events Calendar

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GenCon Indy
Aug 5-8, 2010
SOE Fan Faire
Aug 5-8, 2010
Xsyon Prelude Launch Aug 15, 2010
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Aug 18-22, 2010
Earthrise Launch Q3 2010
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Sep 3-6, 2010
PAX Prime
Sep 3-5, 2010
Final Fantasy XIV Launch
Sep 30, 2010
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Oct 5-8, 2010
LEGO Universe Launch
Oct 26, 2010
DCUO Launch
Nov 2, 2010

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