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Filed under: Guilds

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.

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.

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.

E3 2009: Free Realms to introduce Guilds

Filed under: Guilds, New titles, News items, Browser, Casual, Free Realms


While the recent heads-up that we'll be able to add people to our friends list is definitely a welcome bit of Free Realms news, we were even more excited to hear that guilds are soon coming to this casual MMO. That's right - now you'll be able to add your friends and family to a special guild group! From what we were told, guilds will be given their own in-game chat channel so you can chat back and forth without having to worry about others intruding into your private chatter.

Another nice thing that will be coming is the option for guilds to create their own guild halls to spend time together. While we heard a bit about player housing, the specific details on guild halls are still largely under wraps for now - or perhaps Sony Online Entertainment is holding on to the details to give players an overview at their upcoming Fan Faire in Las Vegas. Whatever the case may be, we're glad to see all the new things coming to Free Realms.
Massively was on the ground in Los Angeles last week and covering all the latest E3 MMO news coming from the convention. Check out our breaking coverage (or all the Joystiq network E3 reporting) and keep your eye on Massively's front page for the latest developments.

Making that transition from casual to hardcore guild

Filed under: World of Warcraft, Fantasy, Culture, Guilds, Raiding, Endgame, Tips and tricks


The Hunter's Mark has an interesting post regarding making the transition from casual to hardcode raiding for if you decide that you have enough of PuGs or your casual guild and want something a bit more hardcore. Although aimed at WoW the ideas and concepts are true for all the other games that also have a similar raiding system.

The guide starts off with the important point of checking that your current guild doesn't already have plans for that already, not burning your bridges with your current guild leadership because that may well be asked what you are like by your new guild and then where to go to actually find your new guild. It follows up with actually getting onto your guilds raids if they use DKP or a system like EPGP, how to be prepared through doing your homework and finally how to keep that spot when you get it so that you can continue raiding.

Black Prophecy interview details impact of clan resources on PvP

Filed under: Sci-fi, Economy, Game mechanics, Guilds, PvP, Black Prophecy


Fans of sci-fi MMOs looking for something a tad less complex than EVE Online have much to look forward to in the coming months and years, first with the joystick-style game Jumpgate Evolution and, further down the road, with Black Prophecy from Reakktor Media. We came across an interview (in German) with Reakktor Media CEO Kirk Lenke at OnlineWelten titled "Volle Kraft voraus" that might interest gamers hoping to learn more about Black Prophecy. For our non German-speaking readers, that's "full speed ahead" and the interview has been translated into English and posted on the Black Prophecy forums by a community member named Renfield.

The OnlineWelten interview hits on much of what Massively covered when we spoke with Black Prophecy's development director, but also looks at clans (guilds) and the advantages that membership can provide for players.

Behind the Curtain: Guilds and conflict resolution

Filed under: World of Warcraft, Culture, Guilds, Opinion, Behind the Curtain

Obviously, lots of players takes guild recruitment seriously, as they should. But how seriously do we take guild drama?

Assuming it's not directly affecting us, most of us love guild drama and revel in other players' dysfunction. I haven't checked the numbers – I'm too lazy – but it really wouldn't surprise me if Guildwatch was one of the more popular columns over on WoW Insider. I know it's one of my favourites.

I like to think that I'm a fairly decent bloke – I try not to laugh at other people's misfortunes, and I don't like to rub a person's nose in their own failings, but God help me, I can't get enough of Guildwatch.

How far would you go to forestall the breakup of your guild? At the end of the day, if your guild leader decides to hit the big /gdisband button, it's not like you can physically stop them, short of some questionable activities you'd find difficult explaining to the police.

Leaders have questions, and Darkfall's Tasos Flambouras has answers

Filed under: Fantasy, Darkfall, Game mechanics, Guilds, Interviews, PvP


Darkfall blogger extraordinaire Paragus recently sat down with some of the biggest alliance leaders of Agon, collecting questions to take back to Aventurine's very own Tasos Flambouras for answering.

While not all of the questions are actually questions (we see those declarative statements, you can't hide them from our prying eyes), Tasos attempts to provide answers to some of Darkfall's biggest problems. Crashing during battles, game mechanics overthrowing battle strategies, six hour sieges, political options in the interface, inability to purchase the game, and the burning question of what Aventurine is doing to deal with cheaters are all covered in this lengthy two page interview.

The entire interview has been posted to MMORPG.com. If you're looking for a peek inside of the mind of Aventurine, or the mind of Tasos, in the very least, don't hesitate to jump on over and catch his answers to some burning questions.

MyGameMug.com: Filtering out the asshats

Filed under: Culture, Guilds, Grouping


Perhaps you've tried your hand at guild recruiting before, but things didn't exactly turn out as expected. You've found what you believed was the perfect tank, but he developed into a nightmare guildie. He had all the skills, all the experience, but who knew his emotional state would have the stability of a Twitter server.

This is where WoW Headhunter comes in. WoW Headhunter works in the realm of guild recruitment, making it easier for guild leaders to find qualified candidates based not only on skill and credential but also on personality. This works both ways, for guild leaders seeking the perfect members, and for players seeking the perfect guild fit. Not sure how something like that could happen? Keep reading after the cut below for more info and exclusive guild leader interviews explaining the service.

The Daily Grind: How did you find your guild?

Filed under: Culture, Guilds, Opinion, The Daily Grind

Guilds, fellowships, corporations, group of rum-soaked adventurers; whatever your core gaming group decides to call itself, many of us have people that we tend to play with in our different MMOs. For example, I joined an EVE Online Corp last night that an old RL friend of mine is a director in. In my last game, a few friends started a loose group, we merged into a guild of like-minded folks we met in game which split, so then we reformed again. Before that I was in supergroups based on themes (TaxiBots, for example) with a small core group of MMO and RL friends in another, primary group. And so on, and so on, and so on. Most of the team here has had wide experiences from blind invites to guilds they'd never heard of, to joining up with other bloggers, to getting local RL friends to game with them.

This morning we thought it would be fun to ask where you picked up your core group of people you play with? Did you happen to meet them in game? Was it several games ago and you've been together ever since? Did you meet via blogs? IRC? A particular website or forum? Or were they meatspace friends first, then you started running around in MMOs together?

EVE Evolved: Storytelling in EVE Online

Filed under: Sci-fi, EVE Online, Culture, Events, in-game, Forums, Guilds, Lore, MMO industry, Politics, Roleplaying, EVE Evolved



Storytelling is a major part of most MMOs, with each game having its own unique back-story and fiction. Fantasy settings like Everquest's world of Norrath have even been made into novels and some original fantasy literature like Lord of the Rings has conversely made its way into the MMO scene. Quests and expansions in an MMO usually lead the character through an interactive story where the player assumes the role of a hero. Although space-borne MMO EVE Online doesn't share that pattern and the the game's storyline doesn't develop during play, storytelling may actually be more important to EVE than it is to its fantasy counterparts. In the same way that EVE lends itself spectacularly to making videos, the EVE community has created some awesome fiction and there are some incredible real stories of in-game events. Combined with the wealth of prime fiction and the regular release of official chronicles, it's clear that storytelling is a big deal in EVE.

Read on as I delve into the EVE storyline and the various forms of storytelling that players can expect to take part in. If being part of epic events and telling the story sounds like your cup of tea, perhaps EVE is for you.

Pirates to get more RvR love from Flying Lab Software

Filed under: Fantasy, Historical, Pirates of the Burning Sea, Game mechanics, Guilds, PvP


Pirates are always the underdogs in MMOs, aren't they? That seems to be the case in Pirates of the Burning Sea, where the Pirate nation has been at a disadvantage with the game's Conquest system. While their ports can't be controlled (permanently) by another nation, they're likewise unable to keep the ports they conquer. The latest devlog from Flying Lab's Lum is titled Pirates and Conquest and addresses this disparity between the Pirate nation and all other nations in the game.

One solution they plan to implement is increasing the four points that Pirates gain by capturing a port to five. Lum explains, "Currently, Pirates get four points every time they Raid a port, while Nationals get 10. This means that for a Pirate to keep pace with Nationals, they have to win three port battles in order to get the same amount of points. Since every nation can only attack three ports at a time, this means that Pirates would always have to have their maximum amount of attacking ports at all times, and then they have to win all of those battles." Ouch. However, by increasing their capture points to five, Pirates will only have to win two battles and won't need to maintain constant port attacks to stay on par with other nations.

Global Agenda influences include City of Heroes and Team Fortress 2

Filed under: Sci-fi, Guilds, New titles, Previews, PvP, Global Agenda


Global Agenda is an upcoming 'spy-fi' shooter MMO that's garnering a fair amount of attention as it gets closer to release. It's the brainchild of Erez Goren, an entrepreneur who channeled his successes in the IT industry (including Point of Sale systems with game-like interfaces) into his own dream project, becoming its founder, CEO, and lead designer. Global Agenda will be the first game to be released by Hi-Rez Studios.

The title is a blend of sci-fi shooter and MMO where player actions can impact the game's world. Goren tells PC Gamer's Evan Lahti: "We were inspired by the fluid, action combat feel of [Tribes and TF2], but wanted even greater diversity of classes and devices and set our game within a persistent world of player-driven conflict where the results of combat matches really affects the world."

What's in a name? EVE alliance name change causes player unrest

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


The sci-fi game EVE Online is different from most other massively multiplayer titles on the market due to its nature as a 'sandbox' game. The developers provide the setting while much of the content of the game is what the players choose to do, typically struggling against one another for power collectively through player alliances. Given the efforts these alliances put forth to gain supremacy over their rivals, the EVE Online subscribers are acutely sensitive to any form of developer involvement in the outcomes of conflicts and struggles in EVE's setting of New Eden.

CCP Games seems to have distanced themselves from the powerhouse alliance (formerly known as) Band of Brothers since the t20 incident in the past that eroded confidence in the developers, at least from some of the playerbase. The incident involved a CCP developer, at the time a member of Band of Brothers, who abused his powers to spawn blueprints which were put to use by the player alliance. The dev eventually came clean and safeguards were put into effect to prevent such an issue from occurring again, but animosity from groups of players remains to this day. Ever since that time, even the slightest hint of favoritism from CCP Games toward this particular alliance has drawn fire from some players.

We received a number of tips from Massively's readers about a recent action CCP Games took with regards to the former Band of Brothers alliance. Band of Brothers was eliminated as an entity -- in name -- through an act of betrayal, or espionage, depending upon your perspective. Following this act, the alliance reformed last month under a new name: KenZoku. However, as of this week they successfully petitioned CCP Games to change their name to Band of Brothers Reloaded, despite the fact that such name changes are not allowed for other alliances in the game. (Note: If the alliance reformed under a new name via in-game methods, it would cause KenZoku to lose control of their territory, while having the name changed by a GM wouldn't present this problem.) Predictably, this sparked forum drama, with a number of players calling out CCP Games for favoritism.

GDC09: User generated stories in shardless worlds

Filed under: Culture, Game mechanics, Guilds, MMO industry, Quests, Massively Event Coverage

Massively checked out an interesting session at GDC 2009 titled "User Generated Story: The Promise of Unsharded Worlds" by James Portnow, CEO and Creative Director of Divide by Zero. His talk was part of the Worlds in Motion Summit, and focused on how single worlds and their shared space can also give rise to shared stories. Portnow discussed ways that game designers can encourage and enable players to tell their own stories within the virtual space.

***

The storylines we've seen thus far in MMOs aren't yet tapping the potential of massively multiplayer online games, Portnow relates, largely because they're not capitalizing on an MMOs greatest asset -- its players. Portnow says, "We haven't achieved stories that really rely upon the core of our media, the playerbase that a MMO environment environment gives us. We haven't achieved player-driven stories really directed by players themselves. And lastly we haven't achieved meaningful stories."

Why do people skip the quest text? It's because they have no stake in it. Unlike the experience they get from single player games, their actions don't affect the the world they play in. Story, then, doesn't add to immersion and thus players don't feel engaged by quests. The solution then is to unshard worlds and give agency back to the players, with real choices, real consequences, and less restrictions.

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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