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Posts with tag ddo

Ask Massively: Second chances in MMO's

Filed under: MMO industry, Opinion, Ask Massively

I'm feeling a bit cranky these days, so for this week's Ask Massively, I thought that I'd give you all my unvarnished opinion instead of kissing your collective backside in order to generate a few more page hits. Get your claws out for this one, folks. This nugget of truth is going to hurt a little.

Why do MMO's only have 1 shot when they change so *drastically* over time?

Games such as EQ2, DDO, Vanguard, Tabula Rasa, perhaps AoC...

6 months to a year later when the game is good and bursting with content etc. Why do players always chime the mantra "Too little too late" and perfer to just wait for the "next big thing" instead of re-visting these other games?

I understand feeling burnt for not getting everything at launch, but who cares? if the game has everything you wanted *now* who cares about the past when it *didnt*?

I just dont get it.

-Ding Dong Dang

Continue reading Ask Massively: Second chances in MMO's

The week in Massively features

Filed under: At a glance, Massively meta

The Hyborian Backpackers' guide: Conall's Valley
This week, we present to you the first installment of the Hyborian Backpackers' guide to the zones of Age of Conan. Over the coming weeks, we'll be scouring every nook and cranny of Conan's world to bring you all the sights, quest locations, and notable local characters that make up the areas of AoC.
Massively's state of the game: Warhammer Online beta
Today this blogger has attempted to do the same for Warhammer Online: Age of Reckoning, the fantasy MMO slated for release by EA and Mythic Entertainment on the 18th of September. If anything, Warhammer Online is a title with a more tightly-wound, highly anticipatory audience than Conan was.
The Digital Continuum: Memoirs of a WAR beta tester
In my time interacting as a member of the beta community with Mythic -- concerning Warhammer Online, of course -- I think I've seen more progress made on any MMO in the span of about a year than I have in any other in beta. And I've been in a lot of them.
What you need to know about The Shadow Odyssey
The Shadow Odyssey, EverQuest II's fifth expansion, is not just the usual bump to the level cap, a couple of new raids, and a reset for all the armor you already got. It's none of those things. What SOE has done with this expansion is go through the level 50 to level 80 portion of the game and say, let's make an expansion that has something for pretty much everyone. Let's make an expansion where even if no upgrades drop, you can be working toward some awesome stuff just by playing.
Massively catches up with Dungeons and Dragons Online at Gen Con
Massively dropped in on their show floor booth to see what they had to see and chat about the brand new character creation system coming to the game, as well as upcoming enhancements, including an increased level cap and maybe even a chance to see Khorvaire in DDO.

Continue reading The week in Massively features

World of Warcraft
Behind the Curtain: Gone for good?

Filed under: World of Warcraft, Fantasy, Sci-fi, Dungeons and Dragons Online, EverQuest, Game mechanics, Opinion, Star Wars Galaxies, Ultima Online, Behind the Curtain

I've been thinking recently about loss. Having been incredibly lucky with my own brush with the possibility of losing my World of Warcraft characters, I got to thinking. Not only about what I would have done if things hadn't worked out for me, but about how loss works in MMOs today.

Last week, Gabriel wrote a fantastic column about item decay in games past, present and future. I've been playing Diablo 2 again lately, for obvious reasons, and I had found myself thinking on the similarities and differences between the durability system in Diablo and WoW.

I've said before that my MMO career started with Star Wars Galaxies, so I don't have the long-term experience many of the other writers here at Massively do. I've never had to worry about making corpse runs in Everquest, or had to concern myself with losing my items in Ultima Online. While Galaxies did have item decay, it wasn't set to a punishing degree – items did wear out eventually, but at a reasonable rate. When an item eventually gave out, you crafted yourself a replacement, or you picked one up from another player. By doing so, you knew you were contributing to the economy, so if you tried hard you could convince yourself that you were actually helping the game.

Continue reading Behind the Curtain: Gone for good?

Improving your inventory management in Dungeons and Dragons Online

Filed under: Fantasy, Dungeons and Dragons Online, Economy

Have you ever wanted to make more money? Sure, we all have. But the folks at Turbine actually want to help you out. The official Dungeons and Dragons Online site has an ongoing series of articles exploring the best ways to make a quick buck in Xen'drick. You're saying to yourself now: it's easy to make a coin or two. Just go out and bash a kobold to death. Too true, and lucrative, but what about after the bashing? Your pockets will be full and you'll be left scratching your head. The first article is all about inventory management, and tips for using collection bags to their full effect.

The second piece in the series is all about vendors, brokers and tavern keepers. All about where to sell your stuff once you have it organized, this piece also outlines the outlines you'll see on items. Every item has a relative rarity, which you can see based on what kind of frame is on the item's description. Especially important is the distinction between brokers and regular vendors - brokers are much better bets for rare or magical items. Don't sell your good old +1 to just any guy in a shop. Make sure to check back with the site, as future articles will cover other money-related elements like the auction house.

Turbine is seeking new headquarters and additional developer talent

Filed under: Business models, MMO industry, News items


Turbine Entertainment, the creators of MMO titles Asheron's Call, Dungons and Dragons Online and Lord of the Rings Online landed $40 million dollars in investment a few months ago. Speculation has run rampant on what console MMOG the company is developing, but now we know where some of that 40 million is being spent.

The Boston Globe is reporting potential tax breaks for video-game development studios based in Massachusetts and spoke with Turbine chief financial officer, Peter Faubert regarding the proposed legislation. Game development is booming in Massachusetts and it turns out Turbine is looking for a new headquarters in the Boston area since they have outgrown their studios in Westwood. Faubert goes on to say that Turbine plans to add an additional 100 staff to Turbine's burgeoning ranks by the end of 2009. Many employment opportunities are available on the official Turbine INC. website, but any indication on the specifics regarding a new project is cleverly kept covert.

Dungeons and Dragons Online sees update to Module 7

Filed under: Fantasy, Dungeons and Dragons Online, Bugs, Patches

The first post-module 7 patch has dropped to the Dungeons and Dragons Online live servers, taking care of a few outstanding issues. Probably the most welcome change was the fix to an accidental deletion bug. Players were reporting losing items when they tried to move loot from the bank to their character if their character had full bags. Other tweaks include the reapplication of spell failure chances, some modifications and improvements to the recently-added Monk class, and a few odds-and-ends corrections to collection bags.

The official forums also has a known issues post up, allowing players the comfort of knowing certain bugs are being addressed. Our favorite in-the-game-right-now bug: "When attempting to guide your teammate across the chasm in the 2nd puzzle room of the Abbot raid, please be sure to remove your goggles before recalling after failure or success, as recalling with the goggles equipped could cause your party to become stuck during the loading screen."

World of Warcraft
Massively interviews Adam Mersky on Turbine's E3 no-show

Filed under: Fantasy, Asheron's Call, Dungeons and Dragons Online, Lord of the Rings Online, Massively Interviews

As you may know, Turbine is becoming quite a force to be reckoned with in the MMO development industry. They began with their own titles (Asheron's Call 1 and 2) and have branched off into two of the biggest brand name IPs out there: Lord of the Rings and Dungeons & Dragons. Recently, there have been three large chunks of news to erupt from the Turbine PR volcano. The first of these being the fact that they received $40 million in investment funding from Warner Brothers for some unknown project. Now as you can imagine, the reason this news is so big, is because Warner Brothers owns the rights to many titles which could make very interesting MMOs. The most obvious of these would be Harry Potter, yet nothing has been confirmed or denied on that topic.

The second chunk of news is the fact that they're not attending E3 this year. Ordinarily, this wouldn't be big news at all, but with the recent ESA takeover and radical format changes of the once-popular electronics expo, we couldn't help but speculate on the trend of game developers looking elsewhere. The third piece of Turbine news is perhaps the largest with their recent confirmation on their development of an MMO for the console market.

So we had a chance to sit down with Turbine's Director of Public Relations, Adam Mersky, for a short interview to address these hot topics. We were both eager to set the record straight once and for all. Keep reading below the break for the complete discussion

Continue reading Massively interviews Adam Mersky on Turbine's E3 no-show

World of Warcraft
Don't expect World of Warcraft on the PS3 or Xbox 360 ever

Filed under: World of Warcraft, Business models, MMO industry, Opinion, Consoles


Blizzard Entertainment's Rob Pardo is a bona fide Rockstar in the gaming industry. In his recent keynote speech at the Game Developer's Conference at the Paris GDC he continued to indirectly extinguish rumors that suggested World of Warcraft is coming to a Console, rumors that stretch back years. While not specifically talking about World of Warcraft, when Pardo was asked what kept MMOs from Consoles he responded:

"Lack of hard drive space, and difficulty in certifying patches. Basically just that.... another problem is that they want a piece of the subscriptions (laughs)."

That's a simplistic answer coming from the Executive VP of Design at Blizzard Entertainment, but there it is laid out in plain sight, a truth even if shared in a humorous fashion. Giving Microsoft or Sony residuals, most likely a big chunk is one thing keeping World of Warcraft off Consoles. Is that a bad thing? No, but Blizzard could be missing something here, and just maybe Rob Pardo is plain wrong about what's keeping MMOs away from Consoles. It's simple really...

Continue reading Don't expect World of Warcraft on the PS3 or Xbox 360 ever

The week in Massively features

Filed under: At a glance, Massively meta

Massively Exclusive: Tabula Rasa's AFS War College
Last week we got a chance to visit NCsoft's Austin offices to attend the first ever AFS War College, where some of Tabula Rasa's finest soldiers were invited to join NCsoft's developers for a day of discussions, questions, and demos.
Gearing up for Guild Wars 2
It's been a long time since we've heard any news about Guild Wars 2, so we thought it was about time to sit down and have a refresher course on what we can expect with the sequel to one of the most successful MMOs of all time.
Anti-Aliased: Fourth Edition and the Kamehameha Fallacy
I've wanted to do a post on Dungeons and Dragons Fourth Edition for a while now, but I just couldn't put my finger on what I wanted to talk about with it. The rules are very much made in the vein of World of Warcraft -- you can tell that by just opening up the book.
Player vs. Everything: The quirks of D&D Online
From the first time I stepped into Turbine's Dungeons and Dragons Online: Stormreach, I was amazed by how well it managed to capture the dungeon crawling feel of the franchise that I knew, loved, and grew up with.
Player Consequences: Pervasive Map Features
There are a lot of reasons for the increasing popularity of MMOs and the amount of game developers who are entering into the market. I personally think that MMOs with their rich and complex fantasy worlds have a huge advantage over most single player games.

Continue reading The week in Massively features

Player vs. Everything: The quirks of D&D Online

Filed under: Dungeons and Dragons Online, Expansions, Game mechanics, MMO industry, Player vs. Everything


From the first time I stepped into Turbine's Dungeons and Dragons Online: Stormreach, I was amazed by how well it managed to capture the dungeon crawling feel of the franchise that I knew, loved, and grew up with. With its fast-paced, pulse-pounding, and thoroughly satisfying combat, clever use of hidden doors and traps, and resource management mini-game of health, spells, and abilities, D&D Online provides a unique gameplay experience that no other MMOG can provide right now. One only has to listen to the vehement and impassioned discussion of the hardcore fans, found in any pick-up dungeon group, to realize that Turbine has something special here---something that World of Warcraft and Warhammer Online, EverQuest and Age of Conan, or even EVE Online simply can't offer.

However, is being unique and interesting enough to justify the price? On a recent Massively podcast, I mentioned that I've always felt like DDO wasn't worth the monthly fee, despite how much I love the game. The standard $15 per month pricing model is a one-size-fits-all label that looks a little too bulky on the city of Stormreach, for a number of reasons. Today I'm going to examine some of the reasons why a game which I find so interesting, exciting, and fun can't manage to crack my wallet open, and what I think Turbine could do to push the game a little further into the competitive territory of its gaming peers.

Continue reading Player vs. Everything: The quirks of D&D Online

Turbine still playing cagey over DDO console version

Filed under: Fantasy, Dungeons and Dragons Online, Business models, Game mechanics, MMO industry, News items, Consoles, Rumors


First floated yesterday, the rumor that Dungeons and Dragons Online was going to be ported to consoles is still flopping around, gasping for breath, yet not entirely dead. According to an article on the Crispy Gamer site, Turbine Communications Director Adam Mersky has neither confirmed nor denied the rumor. He only states that they are working on a console title, whose announcement will come later this year.

Though the article seems to take it as read that DDO is not console-bound, Mersky's comment was not a flat denial, meaning that there is still a possibility that the franchise could find a home on one of the next-gen systems. Is this something that would be of interest? Would the console version's players be able to play against the PC version's players? Time will tell, and once it's been announced, so will we!

[Thanks, James!]

Rumor: Dungeons and Dragons Online coming to consoles

Filed under: Fantasy, Dungeons and Dragons Online, Forums, MMO industry, Consoles, Rumors

Our good friend reader Schad sent us a tip that rings strangely true, as weird as may sound: Turbine may be releasing Dungeons and Dragons Online for the Xbox 360 and/or PS3 consoles. The game is riding high after their big Module 7 release last week, and connecting the dots on this just might mean DDO is console-bound.

Before you try to throw the case out of court, hear out the evidence first:
  • Schad notes that Turbine's careers page calls for a console engineer, and if you read the description of what they're looking for, phrases like "extend the functionality" and "updating Turbine's MMOG engine" point directly to a console port kind of situation.
  • And the DDO team specifically has just recently announced that big changes are in the air over there -- they've suspended the "Weekly Dev activities" alert, saying that what they're working on is under wraps, and that the Turbine PR team is giving them more focus.
Which is exactly what you'd expect from a console port. Doesn't sound as strange after that, does it? And after thinking about it, DDO's "real-time" control scheme does lend itself very well to console controls, and the ongoing rumors that the game is going free-to-play would also make things easier for a console version. It's still a rumor for now, but all the signs we can see point to a possible console-based Stormreach in the future.

WRUP: Waiting for Warhammer edition

Filed under: Culture, Patches, PvE, Massively meta


Unfortunately, if you really are waiting for Warhammer Online, you're going to be waiting a while (though the good news is that you've got a metric ton of posts to read about it here on Massively). But it does seem that the MMO game has cooled down for a bit. Some folks are still pushing onward in Age of Conan, and lots of people are rushing to finish up their pre-expansion goals in World of Warcraft. And there's a whole lot of Monk playing in DDO this weekend, we're pretty sure, not to mention that the EVE expansion is just around the corner.

So What aRe yoU Playing this weekend? Michael Zenke, who definitely is waiting for WAR, can't wait to ding 60 and get his epic Chocobo in Azeroth this weekend. I'll be playing my usual diet of World of Warcraft, with a little Guild Wars thrown in for variety. And outside of the MMO realm, I can't wait to try out the Civilization Revolution demo this weekend -- if they actually have put Civ in console form, it could be more addictive than any MMO I've ever played.

So what are you playing in your free time this weekend?

Massively covers Dungeons and Dragons Online's Module 7

Filed under: Fantasy, Dungeons and Dragons Online, Classes, Culture, Game mechanics, Patches, PvE, Massively highlights

DDO's Module 7 goes live today, and boy, if you're looking for information about it, you're in the right place. Massively has been covering Module 7 since before Module 6 dropped, and just in case you missed out on any of our great coverage, it's right here for your perusing pleasure.
We critted on the coverage of this new patch (going live today), and you get to be the one to claim all the loot. Before you sign in and check out Module 7 today, be sure to check all the links above and read about it here.

Continue reading Massively covers Dungeons and Dragons Online's Module 7

The Daily Grind: In-game or private VOIP?

Filed under: Culture, Opinion, The Daily Grind

One of the best things for many gamers who play in team settings (in PvP, in raids, etc.) is voice over IP (VOIP) software. Need to give out raid instructions? No longer do you need to waste time typing things out or boring people with long macros full of information. Now you can toss on a headset and away you go. Of course, you have your pick -- games like EVE Online, Dungeons & Dragons Online, and even World of Warcraft have introduced VOIP. However, the interesting thing we keep finding is how few people actually use it.

This morning we thought we'd do something of an unscientific poll amongst the readers just to see where the unofficial Massively reader thoughts lie on this. Some of us are figuring it will be against public in-game VOIP, others are warning them that it's generally cheaper than running a server, so they may be in for a surprise. You let us know -- do you use public VOIP, or private servers? If you don't use the in-game systems, why? If you hate private servers, what turned you off from them?

Do you use a private server or the in-game VOIP system?


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