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Filed under: Forums

American server and free expansion coming to Darkfall early July

Filed under: Fantasy, Darkfall, Expansions, Forums, Launches, Patches, News items


Tasos Flambouras of Darkfall has posted details on the game's forums of some big events that are just around the corner. The US server launch has been scheduled for the 7th of July, but as we learned previously, players from the European server won't be able to transfer their characters over straight away:

"Characters from the European server can be cloned and moved without their possessions 3 months after the American launch. Certain restrictions and charges will apply, to be announced at a later date."

The only way to play on the US server from launch is to buy the American Darkfall client. Tasos later added that American players currently on the European server would not need to buy the new client in order to transfer over when the time comes, to help the US early adopters -- any others jumping ship will need to purchase the US version of the game.

In addition to this, during the first week of July players can expect a free expansion to roll out, which will include new content and updates to PvE and PvP. A new website is also in the works, with forums that the public will be able to read, but only Darkfall subscribers will be able to post to.

[Via MMORPG]

Ryzom's patch 1.5 also brings a brand new roleplaying website

Filed under: Fantasy, Culture, Events, in-game, Forums, Launches, Patches, Ryzom, Roleplaying


Roleplaying is on most MMORPGs, but it can be hard to find. Sometimes the greater roleplaying community all flocks to one server, leaving you in the dust if you happen to make a character on another server without knowing it. Sometimes they're spread across all servers, only holding events at times you can't make because of your schedule. And still other times there are just very few roleplayers in a game, and that's how it is.

Well if you were looking for roleplay, look no further than Ryzom. Accompanying patch 1.5 is a brand new area of Ryzom's website -- a whole site dedicated to the roleplaying community. Roleplaying is pretty big business in Ryzom, so it serves the company well to create a whole series of tools aimed directly at roleplayers.

The big part of this announcement is the integration of the animation team with the roleplaying website. The community will be able to work hand in hand with the animators to aid their events and create things that the roleplaying community desires.

To celebrate the launch of the site, an event will be held to gather the community tomorrow, June 12th, at 7 PM GMT (2 PM EST.)

[Thanks, Petter!]

Star Wars Galaxies gets a new community relations manager

Filed under: Sci-fi, Culture, Forums, Star Wars Galaxies


The Star Wars Galaxies forum regulars have welcomed a new community relations manager named Draakull to their ranks, who will be taking over for previous CRM Zatozia. Draakull made an introductory post and explained how MMOs have played a big part in his life, primarily because of the communities he's been involved with. Online friends helped him through some hard times when he didn't have support in the real world, and now he's ready to give back to the SWG community by performing in his new role as best he can.

Draakull has only been the CRM for a few days, but he has already organized a couple of small events in his introduction thread and has gained a lot of fans. To see what he's got in store next, keep checking the thread, or simply stay tuned to the SWG forums -- you're bound to see his posts a lot from now on.

Earthrise developers explain dodge game mechanics in PvP

Filed under: Sci-fi, Forums, Game mechanics, PvP, Earthrise


We're curious about how Earthrise, a post-apocalyptic 'sandbox' MMO from Masthead Studios, is shaping up, especially after the preview of the game we got at GDC 2009. Fortunately the game's creators have been running a Question of the Week forum category, explaining some of the game mechanics involved with playing Earthrise.The latest QOTW deals with dodging in combat, something we've been wondering about, given that Masthead Studios previously stated they don't want players hopping around incessantly out on the battlefield.

Jumping will of course be used to avoid damage or cross distances at a quicker pace but, if their original intentions hold true now, jumping and perhaps dodging will be tied in with abilities. Earthrise community manager Moll answers this question: "Will attacks and skills that do damage from a distance have instant effect or will a target perhaps be able to see it coming and have a slim possibility to dodge it completely?"

Age of Conan anniversary contest prizes include lifetime subscriptions

Filed under: Fantasy, Age of Conan, Contests, Forums, News items


We mentioned an Age of Conan event in passing recently but we'd like to point out a bit more about the AoC Anniversary Contest, "Find the King's Seals". It's an easter egg hunt of sorts, where players are given a list of game sites which contain silver seals. There are 25 silver seals to be found for each language (English, French, and German, although only 10 for Spanish), which are collected in the form of codes, found among the Age of Conan articles on the various MMO sites.

Funcom states: "There is also one golden seal hidden somewhere on one of the listed webpages. If you also manage to find that one together with the 25 silver seals for your language, you get the chance to win the grand prize... a lifetime subscription to Age of Conan." If you're interested in entering the contest, you've got until midnight (Central European Time) on May 31st. You can see the full Age of Conan Anniversary Contest rules and prize listings on the game's official forums.
Warhammer Online Coverage Having fun in Conan's homeland? Make sure to check out all of our previous Age of Conan coverage, and stick with Massively for more news from the Hyborian Age!

Anti-Aliased: A few reasons to cage the nerdrage pt. 2

Filed under: Culture, Forums, MMO industry, Opinion, Anti-Aliased


3. Because almost every game has a silver lining

This is a sentence that I abide by in almost everything I do. Even in games I don't like, I can usually find something that really wows me and makes me appreciate the developer's work.

I know Darkfall is one of those games that many people just really don't like. I'm the same way -- I don't care for the way the game handles itself. But where it failed in game design, it didn't fail on unique vistas and sharp combat. Sure, the graphics aren't top notch, but there are still areas in the game where you just have to go, "Wow, that's an incredible sight." Plus, it's real time combat in a MMO. That's really, really hard to do and kudos to an independent developer for pulling it off.

"You've heard that everyone's a critic, yes? Well everyone's also apparently a game designer."

Even when you completely hate a game, I urge you to look back at it and consider your experiences. You wouldn't have played it for a while unless there was something that made you enjoy the experience even a little bit. Then again, maybe you hate it all. But if you do, see the piece of advice above before you begin nerd vomiting all over forum threads.

Although... there certainly are gaming exceptions to this rule...

2. Because it doesn't help anybody

This is the part where people seem to totally and completely miss the boat. And when I say miss the boat I mean that the boat as totally pulled away from the dock, is 500 feet away, and people still run off the dock and jump into the sea holding their suitcases.

Nobody benefits from aimless criticism that amounts of nothing more than the screaming of biased opinions. You get to look like an inconsiderate idiot, the community gets irritated at your groundless claims, and the developers learn nothing about how to improve their game.

Bad criticism isn't bad as long as it's appropriately constructive. It's actually some of the best stuff you can possibly get in regards to your product. Positive feedback means you're going the right way, but constructive feedback shows exactly what's going wrong with your current design and where you can improve.

"If you think making any game is easy, then I challenge you to sit down and start making your own pen and paper roleplaying game, or a board game, or a card game."

My favorite comment in this regard was made by a Bungie developer during the Halo 3 multiplayer beta. A journalist asked him, "What did you learn from this beta test?" and I recall the developer responding that all he got from the bug reports was that the level sucked. He didn't know why the levels sucked because everyone just wrote that they sucked.

1. Because you may not know what it's like to make a game

You've heard that everyone's a critic, yes? Well everyone's also apparently a game designer. Everyone knows what's best for a game, how to balance the design, and how to make it so "X class doesn't suck."

I think that many people think it's super easy to make a game. Slap some abilities in, render a few areas, get a server, and you have an MMO, right? Heck no! You have programming bugs, design bugs, art asset bugs, pathing to worry about, scripts to run, a whole set of connections between servers to worry about, and much, much more.

So here's my challenge. If you think making any game is easy, then I challenge you to sit down and start making your own pen and paper roleplaying game, or a board game, or a card game. Share it with your friends and see what they say. But, above all, see how long it takes you to make a "simple" game. Include with that the testing you do with your friends, the fine tuning you may make to the rules. You'll find it's more work than you probably through it was. Believe me, I know, I'm doing it.

So next time before you rocket fire your hate mail out onto the intarwebz, think about a couple of these things before you trash someone's game. You might just find yourself holding back, just because you understand a little bit more about gaming and a little bit more about how frivolous it is to hold such pointless grudges.


Colin Brennan is the weekly writer of Anti-Aliased who hates aimless hate. When he's not writing here for Massively, he's rambling on his personal blog, The Experience Curve. If you want to message him, send him an e-mail at colin.brennan AT weblogsinc DOT com. You can also follow him on Twitter through Massively, or through his personal feed.

Anti-Aliased: A few reasons to cage the nerdrage

Filed under: Culture, Forums, MMO industry, Opinion, Anti-Aliased


There's so much anger in the consumer market these days. It seems like when a new product comes up, there has to be this bandwagon of people who roll in and start nerdraging over the product. Oh, APB isn't up your alley? Better nerdrage about that! You don't like Warhammer Online? Rev that nerdrage engine nice and loud so your neighbors can hear it.

Everyone's a critic and gaming consumers are far from an exception. Some of the comments around these parts are some of the most spiteful sentences that could be constructed. You have console hate, game hate, genre hate, even particular MMO genre hate. But, honestly, why? It obviously doesn't help anyone except maybe the person doing it. A catharsis, perhaps?

So what's this Anti-Aliased about? Honestly, I need rant article that's all about ranting. A hate article on game hate. Do two hates make a happy? I dunno, but I'm interested enough to try it out. So here's a few reasons why you should cage the hate and think twice before you open your trap on the forums you love so much.

Pirates of the Burning Sea takes bold step to curb mission farming

Filed under: Fantasy, Historical, Pirates of the Burning Sea, Forums, Game mechanics, Quests, PvE


The latest devlog for Pirates of the Burning Sea is written by Lum and focuses on improving the game's mission system, particularly fixing the problem of mission farming. Lum writes, "When we create big mission arcs, we design them to be a fun, engaging, and most importantly, a linear experience. We want players to get a sense of story and to do something interesting. We also want to reward players who accomplish the goals for those missions."

He says that mission farming and the in-game monetary rewards aren't necessarily the problem, although it's not what the devs had in mind for players. Lum says that since people stop to repeat the most lucrative parts of a given mission arc, they're not experiencing the game as it was intended for the players. Even worse, some players make faction choices on the basis of how lucrative a certain mission with that faction is. Flying Lab Software wants to change missions in Pirates of the Burning Sea so that players are continually progressing through stories rather than motivated to remain in place to reap the gold harvest.

The Isengard Private Preview Program needs you

Filed under: Betas, Fantasy, Lord of the Rings Online, Events, in-game, Forums


Lord of the Rings Online CM and Senior Quality Assurance Analyst Kehleyr popped on the forums yesterday to let players know they are reopening applications for the Isengard Private Preview Program. A bit like City of Heroes' Training Room test server or WoW's PTR, Isengard is a lot more private but you will get the chance to try new content and help the QA folks iron out bugs.

Kehleyr explains that applicants will have to have an active account, be over 18 and sign an NDA but if you're a huge fan of LotRO in good standing (as in never received a temporary ban), then you can apply. Head over to the forums to see the full details.

EVE Online extended Thursday downtime to bring numerous fixes to game

Filed under: Sci-fi, EVE Online, Forums, Game mechanics, Patches, Server downtime


CCP Games has announced that EVE Online will be patched to Apocrypha 1.2 on Thursday, May 14, and will require extended server downtime. Downtime is expected to last from 05:00 GMT to 12:00 GMT. The game's official forums will be unavailable for at least part of the downtime, CCP states.

The sheer number of changes being made to EVE Online with this patch -- some minor, others major -- is beyond the scope of this post. However, there are a few significant aspects of Apocrypha 1.2 we'd like to point out for our readers:

Earthrise devs explain interplay of shields, stamina, and energy game mechanics

Filed under: Sci-fi, Forums, Game mechanics, Earthrise


Earthrise is a post-apocalyptic MMO that's quite a departure from the 'Mad Max' view of a post-civilization world. Rather, the game is one where Earth's technocratic elite survive the global apocalypse via genetic immortality through cloning, and seek to rebuild the world according to utopian ideals. Schisms divide society which leads to outright hostilities and faction struggles, giving Earthrise's players the opportunity to play some very different sorts of characters. The lore of Earthrise is steadily being fleshed out, but we're hoping that the gameplay will live up to expectations.

Given that the title is still in early beta testing, we're always looking to get our questions about the game answered. Masthead Studios has been doing just that with their "Question of the Week" forum for Earthrise in which the game's developers answer questions posed to them by the fans. The latest question of the week deals with Earthrise's three major pools: shields, stamina, and energy.

Black Prophecy keeps community up-to-date with Bulletin #2

Filed under: Sci-fi, Forums, New titles, News items, Black Prophecy


If you're all about those sci-fi space MMOs, then you've most likely got Black Prophecy on your radar. The early screens and previews are absolutely gorgeous, and the space action-RPG looks pretty tasty too. For those who are looking for more news on just what you can expect with Black Prophecy, then the second Stellar Vox community bulletin posted on the forums by Snowcrash is soemthing you should check out.

Among the goodies for this edition of the bulletin include a recent interview with Black Prophecy's design director, Simon Bachmann, by our very own James Egan; there are also great interviews with Buffed; Rock, Paper, Shotgun; and Gamesource. Beyond that, the community chatted over topics as far-reaching as factions and forum signatures - and everything in between. So if you like nice, shiny packages with all the best, then check out the second Stellar Vox compilation. It's well worth the read!

Matt "Positron" Miller prepares his radioactive banhammer against mission architect abusers

Filed under: Super-hero, City of Heroes, City of Villains, Business models, Culture, Exploits, Forums, Game mechanics, News items, PvE


Mission architect -- an amazing system that allows a very creative player-base to finally take the reigns of creation and make amazing in-game arcs that feature personalized stories, personalized characters, farming, well made.... wait, what?

Yes, you heard that right, people have already began to leverage City of Heroes's architect system into nothing more than powerleveling tool, and the community doesn't find that to be too enjoyable. Luckily, Matt "Positron" Miller, the lead designer, has already stepped up with a post to the community on the City of Heroes message board about how they plan on dealing with these problems.

The team wishes to remove the rewards some characters may have gained through powerleveling, all the way up to removing access to characters that were solely leveled up via mission architect exploits. Past working on a player by player bases, some badges will be changed while others may be removed entirely due to the exploiting groups surrounding them. Lastly, but certainly not least, the team will be proactively banning missions that are created to exploit the system.

For Matt's full plan, check out his post over on the City of Heroes message board.

New player-elected 51/50 server coming to EverQuest

Filed under: Fantasy, EverQuest, Events, in-game, Forums, Game mechanics, News items


Who here plays EverQuest? Come on, hands up. Well, you're a lucky bunch as dev Clint Worley has announced on the game's official blog that a new rule set server is incoming. The type of server was chosen via player vote and Worley is keen to impress upon players that they do listen to what is being said and act upon it.

One of Everquest's most interesting aspects is the different types of servers, some are set to a specific era, pre-expansions or world events, others allow you to skip levels and some even have permanent death. Characters can choose how they want to play, not just a specific style like PvP or RP but also allows for much more freedom.

Worley, who is moving on to pastures new, announced in his final blog post that, as a result of a player poll, the new server would have a ruleset of 51/50. This means all characters will start at level 51 with 50 Achievement Ability points. There's no date on when the server will go live or on any restrictions regarding transfers but all is sure to be revealed in good time.

Tasos addresses Darkfall's GM corruption charges

Filed under: Fantasy, Darkfall, Forums, MMO industry, News items, Politics


Darkfall dev Tasos Flambouras posted on the official forums regarding player accusations that GMs have been crashing servers, refunding money and items. As players are often unsure of what awesome powers the average Games Master possesses but Tasos is keen to reassure players such reports are completely bogus.

He says: "First of all GMs cannot crash the server, or cause a client to crash. They cannot create items or money. All their actions and communications are monitored and logged. We re-checked all chat logs and GM activity for every report mentioned in the forums or reported to us at the help desk, over the time periods that the questionable conduct was supposed to have taken place and found absolutely nothing. Because of this, any public accusations on the forums accusing GMs or the company of any such activities will be removed, and everyone contributing in the thread will be banned from the forums. GM activity is always monitored by us. If you would like to report GM conduct, then you should use support.darkfallonline.com to do so if you have proof of misconduct."

We're not quite sure why players have been accusing the GMs but crashing servers is certainly above their powers. That's more likely to do with technical problems with the game client or overpopulation on the servers. Tasos is also keen to remind anyone that if they've been banned from the game or the forums, a message will appear when they try to log in.

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