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Filed under: Game mechanics

Champions Online devs reveal Mystic power sets: Sorcery and Supernatural

Filed under: Super-hero, Game mechanics, New titles, Champions Online


Over the past few weeks, the developers at Cryptic Studios have been walking readers through the various powers that will be available to Champions Online players, from Energy Projectors to Martial Arts, as well as Power Replacers. Now they're giving us a look at the game's Mystic power sets -- Sorcery and Supernatural -- for those players who want to dabble in the dark arts.

Do you know your Circles of Power from your Circles of Summoning? When should you use a Sigil instead of an Invocation? The Champions Online devs explain all matters arcane in this latest, and final, "All About Powers", and discuss their intent to create subsets of Mystic powers that better fit a given character's concept. Whether you're looking to create a Primal Shaman, a Necromancer, or a pure Arcane-type, you might enjoy this latest dev blog on the official Champions Online site.

New perspective on EVE Online's latest bank embezzlement part two

Filed under: Sci-fi, EVE Online, Economy, Game mechanics, Interviews, Massively Interviews


We read about these things happening periodically, an EVE player pulls a runner with some huge amount of ISK and all sorts of drama ensues. It makes me wonder, what has the real life impact of this theft been on those of you involved with EBANK?

If you are to trust the forum trolls, EVE is JUST a game. But having spent 2 years on this project, real-life money and a lot of sweat and tears, it hurts to see EBANK's name being dragged through the mud, and putting up with the drama. It of course causes a huge amount of real-life stress, and makes you wonder about a few things. I even almost managed to miss 2 exams, due to having to deal with this. But it also gave us the opportunity to realize just how many people EBANK have helped.

2% of EVE's playerbase has an EBANK account, and we came to be the biggest investment venture in EVE, peaking at 2.5 TRILLION ISK. That, to me, is a pretty big thing, which I'm proud to take part in. But I can't answer this question on my own, hence here's my new CEO's take on it:

CCP Games reveals next major Apocrypha update for EVE Online

Filed under: Sci-fi, EVE Online, Game mechanics, Patches, PvP, News items


EVE Online senior producer CCP t0rfifrans just published a dev blog about the next major update to the game, Apocrypha 1.5. This is not a completely new expansion, just a significant update they will release in August before EVE's (as-yet-unnamed) winter expansion. While CCP hasn't released the complete rundown of Apocrypha 1.5's features and changes, they have announced a few highlights:

  • Perhaps the biggest changes in 1.5 will be factional warfare improvements. Beyond responding to the lag issues many players have been reporting with factional warfare, CCP is going to introduce Loyalty Points (LP) for kills and captures, and each militia will have its own LP store where militia players can cash in for items unique to that faction.
  • Several Level 4 epic mission arcs will be introduced, tied to specific races in New Eden. CCP t0rfifrans writes: "These captivating stories deal with moral ambiguity, intrigue, honor, and some people's lack of it. This should come as no surprise to those who know EVE and what we are about. As before with the epic arc that was released with Apocrypha, they provide a deep, interesting story, where your choices influence the outcome."
  • One of the long awaited buffs for Black Ops battleships will arrive: specialized cargo holds. The first use of this system will be to give Black Ops ships fuel bays, but this feature paves the way for similar additions to other ship classes in the future. For instance, some ships may one day be given ammo bays, freeing up valuable cargo space.
  • Rigs will be offered in different sizes, with frigate and cruiser sized rigs introduced to the game. These new small and medium rigs will be cheaper to buy or manufacture, and thus provide a lower cost way for players to trick out their ships.
CCP t0rfifrans also dropped a few hints about the forthcoming winter expansion, which will *not* be Walking in Stations. He writes: "All I can say, is that it is focused on sovereignty and you will not be able to walk in it."

We'll keep our eyes open for more about Apocrypha 1.5 as information becomes available.

Massively hands-on with Cities XL

Filed under: Betas, Galleries, Screenshots, Game mechanics, New titles, Opinion, Hands-on, Massively Hands-on, Cities XL


As the Cities XL closed beta continues to run strong, we got word that the beta's NDA has lifted [Edit: for press] and we can spill the beans on our first impressions of the game so far. Now, two very important points to be made here include the fact that this is not a review (MMO reviews are bad, mmkay), and this is still in early closed beta stage.

With that in mind, we're here to give you some facts on how the game stands now, with a bit of healthy opinion thrown in for good measure. If you're at all curious about how this city-builder MMO can possibly work, follow along below.

WTB scammer tears: The end of freeform contract scams in EVE Online

Filed under: Sci-fi, EVE Online, Game mechanics, Opinion


The sci-fi game EVE Online changed yesterday, in a rather subtle way. The developers eliminated one of the principal tools used by players to scam their unsuspecting marks: "freeform" contracts. The change was snuck in as single green-texted bullet point in the updated patch notes:

"Freeform contracts can no longer be created. This is due to griefing problems. You will still be able to view your completed freeform contracts for now but in an upcoming expansion older freeform contracts will be removed as well."

[EVE has a contract system which players use to conduct business transactions between different parties for items or services. They're generally used for legitimate purposes like auctions and item exchanges, but the more flexible "freeform" contracts could be structured so that a seller received in-game cash for items never actually given to the buyer.]

This otherwise unannounced elimination of the feature is perhaps a fitting demise for freeform scams. Those who haven't played EVE Online may be wondering why this is significant, if you scam another player you simply get banned, right? Not in EVE... It's one of the few MMOs out there where all manner of player villainy is permitted by the developer CCP Games, provided it happens in-game.

The 5th Column returns as City of Heroes Issue 15: Anniversary goes live

Filed under: Super-hero, City of Heroes, City of Villains, Game mechanics, Patches, News items


It was only a few weeks ago that we wrote about the City of Heroes Issue 15 beta testing, but this latest update to the game, Anniversary, has gone live. Issue 15 brings a host of improvements to City of Heroes particularly in terms of hero and villain character customization. There are 20 new character faces to choose from, two new costume sets, and costume change emotes, which provide flashy transitions between costumes for your characters.

Issue 15: Anniversary also marks the return of The 5th Column and The Reichsman, and thus new missions at levels 45-50 -- with Villain Strikeforce and Hero Taskforce arcs, depending upon which side of the law you're on. NCsoft has more info about Issue 15 on their Anniversary overview site, and asks, "What does the opening of the Omega Team Time Capsule hold in store for Paragon City and the Rogue Isles?" The answers, we suspect, should be clear as City of Heroes and City of Villains players explore the new Issue 15 content.

Earthrise developers explain how teleportation will affect gameplay

Filed under: Sci-fi, Game mechanics, Guilds, New titles, Earthrise


Last week we wrote about the upcoming post-apocalyptic MMO Earthrise and how players will be able to use mechas to establish trade and supply routes or, conversely, to hijack them. This brings up another transportation-related question, or several really. How will teleportation work in Earthrise? What limitations will be put on it? Is teleportation accessible to individuals or is it a guild-level ability? The latest Question of the Week entry from the Earthrise devs at Masthead Studios answers these questions and more.

The game's sandbox setting of Enterra is a massive island with many zones. Conventional modes of transportation may not always be the best option for players who need to get from one place to another, hence the developers have included teleportation (travel, not combat) game mechanics, but characters seeking instantaneous travel will need to pay fees for the privilege. There will be two simple types of teleportation -- short range for within zones, and long range, which can be a jump from one end of Enterra to another. The further you travel, the more you pay. Teleporters will be run by NPC factions, available to players aligned with that faction or neutrals, but Earthrise's guilds will also be able to establish their own teleporters.

Fallen Earth's Lee Hammock on integrating story with the post-apocalyptic MMO

Filed under: Sci-fi, Fallen Earth, Game mechanics, Interviews, Lore, Quests


A post-apocalyptic setting can open up fantastic opportunities for storytelling. After all, it's the end of society as we know it. All our institutions are gone, our belief systems either torn away or seriously challenged. That resulting vacuum would no doubt be filled by new outlooks on the world and on life triggered by the apocalypse -- in rare cases optimistic, but more often utterly deranged. Then again, some survivors might seek to rectify the mistakes made by too many generations before the burn or plague wiped out humanity, and aim to rebuild a better world. There are so many possibilities, and these are some of the avenues that will be explored in the upcoming post-apocalyptic MMO Fallen Earth. Of course, this presents some real challenges for the game designers as well -- what is the best way to integrate these themes into the gameplay experience?

Storytelling in Fallen Earth is the focus of a recent interview with lead designer Lee Hammock, who spoke with The MMO Gamer's Steven Crews about where story and gameplay will meet in the upcoming title.

EVE Evolved: Mission-running - the basics

Filed under: Sci-fi, EVE Online, Game mechanics, Guides, Professions, Making money, PvE, Education, EVE Evolved



Agent missions are one of EVE Online's most popular pastimes. While EVE is most often lauded for its open-ended gameplay, player-determined markets and PvP action, a significant portion of the game's players use missions as their primary income source. There is something comforting about missions that seems to draw players in. For many, running missions and upgrading their ship with the ISK becomes the focus of their achievements and their primary measure of progress. The ability of mission-running to provide a direct translation of effort into a stable ISK income offers us a reassuringly linear work-to-reward scheme in a relatively risk-free environment. Missions and exploration are EVE's primary PvE experiences and new missions are released with each major expansion to help keep the game fresh for casual players. There are even several epic mission arcs planned for the future, long sequences of storyboarded missions much like the quest chains you might find in other MMOs.

In this multi-part guide, I will thoroughly examine the profession of mission-running, from the basics to ship fittings and finally some tips and tricks for maximising your performance. In this first part of the guide, I look at the basics of mission-running from mission types and rewards to agent standings and how to find the best agent for you.

Apocrypha 1.3 improvements and Tech III changes coming to EVE on Monday June 29

Filed under: Sci-fi, EVE Online, Game mechanics, Patches, News items


EVE Online patch Apocrypha 1.3 is slated for a Monday June 29 deployment. CCP Games is pushing ahead with their Need for Speed initiative, which aims to streamline the game's performance and provide a better play experience. They're making some database changes with the next Apocrypha patch that should improve what you experience in your game client with inventory management, but beyond addressing "The Jita Problem" there will be a fair number of changes in the next patch.

On that topic of speed, players should notice a huge change with starbase deployment (or hasty tear downs): players will be able to anchor, online, or unanchor offensive and defensive starbase structures in half the time it took previously. (Ninja POS deployment?) Perhaps more significant to some players than others, station reprocessing will be much faster -- apparently refining stacks of items will be up to 25 times faster than before. Also, some of those changes to Tech III production we've mentioned before are going into effect on Monday, and should ultimately be a boost for Tech III. Apocrypha 1.3's changes extend far beyond what is mentioned here; players heavily invested in wormhole exploration and the production it fuels should look closely at the patch notes to see how CCP's changes to the game might affect them.

Age of Conan's Update 5 goes live, game director hints at future improvements

Filed under: Fantasy, Age of Conan, Classes, Game mechanics, Guilds, MMO industry, Patches, Crafting


The fifth major update to Age of Conan,"Gangs of Tarantia", has gone live. The update adds the Tarantia Commons District, a high level area with both single player and group dungeons, as well as a revamped RPG system. There are substantial system changes that have gone into effect in Update 5, which impact every class in Age of Conan, covering everything from itemization changes to feat trees, as well as abilities, spells, and combos. Plus Funcom has rolled out a complete overhaul of the gem crafting system and introduced new rewards tied in with guild cities. Any in-depth look at the sweeping changes made to Age of Conan with Update 5 is beyond the scope of this post, but are summarized in the patch notes.

In the June letter from the game director, Craig Morrison explains how Gangs of Tarantia is the most significant update made to the game thus far. Morrison also drops some hints about the directions Funcom plans to take Age of Conan with future game updates. He writes that the next update to Age of Conan will focus on three main areas: improving guild gameplay; new high level content in the House of Crom; and more goals and objectives with Border Kingdom PvP.

Beyond the letter from the game director, Funcom has grouped together a ton of information related to Gangs of Tarantia and AoC in general, which can be found in Issue #23 of the Age of Conan newsletter.

Champions Online dev Brian Urbanek discusses combat mechanics

Filed under: Super-hero, Game mechanics, Interviews, New titles, Champions Online


The folks at Champions Online Daily News recently interviewed Brian Urbanek, who works with combat and related systems on Champions Online. The interview is full of juicy information regarding various aspects of the game's combat mechanics, and how the developers have sought to make Champions different from other MMOs in this particular area. The idea of a long fight meaning increasingly diminished resources was thrown out in the early stages of development, before Urbanek had arrived at the team. There will be a lot of strategy in using build-up attacks "that create energy so that during the combat players can moderate their own actions to their own advantage."

As well as this, each power set will have a unique secondary mechanic that advanced players will be able to use to gain an edge in combat. Using the fire set as an example, Urbanek explained that ambient heat sources could be absorbed by this type of character, providing self-heals and a constant feeding of energy for bigger attacks. The heat sources will be made by the player themselves, by lighting up an enemy or the environment. Urbanek also gave a detailed description of how an electricity character's secondary mechanic would work. For that and more, be sure to check out the rest of the interview.

Free Realms adds guild support and new quests with today's update

Filed under: At a glance, Fantasy, Game mechanics, Guilds, Patches, News items, Free-to-play, Casual, Free Realms


Today's a good day for you, if you're a Free Realms wanderer. Rejoice as the new update brings guild support, new animations, and some brand new quest lines straight to you!

The big addition for the update is obviously the guilds. Finally you can invite people and form guilds, as well as have a chat channel all to yourself. Past that, however, is the addition of six new quests which lead into a larger storyline. What do the content creators of Free Realms have up their sleeves? Well, you just need to complete the quests and find out for yourself.

For the full notes on today's patch, jump on over to the Free Realms update page and check it out. It's not that long, but we're sure pretty much everyone is focusing on the addition of guilds anyway.

Fallen Earth Developer Diary: Needle Eye Research Facility

Filed under: Betas, Game mechanics, MMO industry, New titles


Massively is proud to host a five-part developer journal from the Fallen Earth team which will explore various levels in Fallen Earth, their storylines and how they make the player experience richer. This fifth dev journal, written by content designer Grace Hagood, leads us into the Needle Eye Research Facility, a warren full of Throwbacks and Sporekill.

When the citizens of war-torn Old Kingman fled Casta Gaunt's raiders, they expected to find refuge in the farming community of Needle Eye. Fearing reprisals from the raiders, the leaders of Needle Eye closed their doors to the refugees. Shut out from the safety of town, the exiles face a host of problems: mutated monsters, fungal blight, kidnappings, and waning food supplies. Can the solutions be found in the old GlobalTech lab near the wheat fields? Are you brave enough to find out?

EVE Evolved: Courier contracts used for theft

Filed under: Sci-fi, EVE Online, Culture, Game mechanics, PvP, Making money, Tips and tricks, EVE Evolved


Many of EVE Online's most prolific marketeers use courier contracts to collect together items from their region-wide buy orders but that's not all they can be used for. Courier contracts were originally intended as a way to pay another player to haul items for you securely using a standard collateral deal but if you know how, they can also be used for theft. Over the years, players have found ways to use courier contracts for profiteering, gambling, and even corporate theft. In EVE's Machiavellian universe, anything you can get away with is fair game. This includes twisting an innocuous game mechanic like courier contracts into a tool for theft and piracy.

In this short article, I examine some of the more creative ways pilots have used courier contracts to steal and plunder their way to the top.

Massively Features


Featured Games

Events Calendar

NameDate
Fallen Earth Launch Q2 2009
Global Agenda Closed Beta July 2009
CrimeCraft Launch Aug 25 2009
Champions Online Launch Sep 1 2009
Cities XL EU Launch Sep 3 2009
Aion Launch Sep 22 2009
Earth Eternal Open Beta Q3 2009

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Episode 59, for Wednesday, July 1st, 2009.



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