Warhammer Online Patch 1.3.3 Coming Soon

Posted by on November 24, 2009 - No Comments »

Warhammer Online: Patch 1.2.1

My Warhammer newsletter came today and it seems more fixes and features are on the way with the Warhammer Online 1.3.3 Patch.

We love the smell of 1.3.3 in the morning.  This simmering brew of bug fixes, balance changes and new features is expected to be ready for consumption soon after the Thanksgiving weekend (aka: Very Soon ™).  Just imagine, soon we’ll all be able to sit back and enjoy the fruits of the Underdog System complete with a WAR Report chaser. No more haggling with flight masters upon log in, no more being at the mercy of horse speed; just the sweet, sweet knowledge of where the hottest action is at all times and the ability to get there as quickly as possible (Yes wet naps have been handed out to the entire developer team to combat excessive salivation caused by this addition).

But wait, there’s more: 1.3.3 revs up our environments with the addition of bloom and HDR lighting and heralds the triumphant return of Keg End this December, complete with boasting, toasting and fireworks. Expect more details as the event draws near.

Highlights:

  • The WAR Report – The WAR Report window will give players a snapshot of the action taking place throughout the world.  The window will give you not only a list of current events, but a means to teleport to the closest warcamp, chapter hub or flight master!  This instant action teleport will be available every 8 hours.
  • The Underdog System –This system is intended to aid the Underdog faction on a given server. Underdogs will essentially be granted a ramping RvR handicap that makes it easier for an under-populated realm to take objectives and cap zones. This system is tied directly to city captures and does not last forever – It will decay over time if not used.  In other words: Underdogs get out on the battlefield and start smacking some skulls together, the time of your revenge is at hand!
  • Keg’s End – Fireworks and ale.  What more needs to be said?

Bloom & HDR – The game client now allows users to enable Post Processing effects to heighten the visual experience of WAR. This will add bloom and HDR (High Dynamic Range) lighting to the game world.  Users will experience a visually harmonious and enhanced feel in the game world through these two rendering techniques.

I have been toying with the idea of trying Warhammer again, just to see how it has progressed. With the endless lowbie trial and 10 free days of play if you re-enlist, it might be worth taking a look.

Zombie MMO: My Take

Posted by on November 24, 2009 - No Comments »

Aleksi_Zombies_boxcover.600_600Today Zombies are more popular then ever and after yesterdays announcement of a Zombie MMO from Undead Labs, it got me thinking just how would a Zombie MMO work?

I immediately threw out the idea of making a World of Warcraft type MMO as that would be nothing but ridiculous.  The problem is that zombie movies and games have always been pretty much the opposite of what a MMO is. Normally it’s a few people or a few groups of people trying to survive the zombie apocalypse, not hundreds or thousands of players as an the first “M” in MMO suggests.  I then decided that if the game was going to work as a MMO, the player would have to have the ability to join the zombie side.

A zombie MMO would have to be completely different from anything that we’ve seen so far in MMOs.  My idea would be to create a truly unique survival MMO, where the main goal of the game would be not to die.  That’s it, just don’t die.  Now you might be thinking that kinda sounds stupid and boring to play, but allow me to explain further.

First questing and leveling, normally found in MMOs, would  have to be tossed out.  If this is supposed to be a real-world zombie scenario, leveling and questing would just make no sense.  The game would also have to be a MMOFPS or in 3rd person as the GTA series.

Death is an important part of all MMOs and although each game has its own rules and laws, the one thing that is always constant is that you don’t really die, there is always a way to be resurrected, cloned or revived.  My idea would be to create a survival MMO where death is permanent, sort of.   Being a zombie MMO, instead of dying you would turn into a zombie and start playing for the other team.

The twist here is that the game is not a continuous world, it would be based on a time limit (rounds), lets say one month long.  This could easily be integrated into the storyline, where after one month the government is able to send in a rescue team to save any survivors.   Of course there would have be multiple servers so that no matter when you buy the game a new round would always be starting. This would also be beneficial for gamers that don’t want to play as zombies, they can just start over on another server.

Ok, so far we have a MMO with no quest, no levels and your only goal is to survive for one month.  Now lets get into the actual game play.

My Zombie MMO would have to take place in a very large city where there would be maybe 2 – 3 safe zones which would also act as starting locations.  Now being a survival MMO, we don’t want people just staying in these safe zones, so we have to give them reason to leave.  One way, and really the only way I could think of, was to give the player a hunger bar.  Hey, even during a zombie apocalypse people still need to eat.  Once a player enters a safe zone you are given a small ration of food that lasts about 5-10 mins, once that runs out your hunger bar starts to fall and if it gets empty you die.  This way people are forced to leave the safe zones to look for food.

Now that you are out of the safe zone you have a few goals.  The most important goal is to find food, but you also don’t want to die from a zombie attack so you want to find some armor and weapons.  Weapons can range from kitchen knives, to bats, crowbars, pistols, machine guns and of course the ever popular chainsaw.  Really anything that you can find to use as a weapon.

Another aspect of the game would be a survival score.  All players would receive a score and rank based on how many zombies they’ve killed and how much time they’ve spent outside of the major safe zones.  This would act as further motivation for gamers to stay out of safe zones and at the end of the month you’d be able to see who survived and who had the best score.

While there are safe zones in the game, players would also be able to build their own fortified defenses.  For instance if you find a supermarket that has a ton of food, a dozen of so people can group together to fortify the location so they can have a large supply of food.  However player built safe zones could be taken over by zombie attacks, which would just add further excitement to the game.

Switching to the zombie side, once a player is killed, they become a zombie and it becomes your job to kill as many people as you can.  Gamers that want to jump right into being a zombie can have that option and zombies would have a scoring/ranking system similar to humans.  This would also make the game much harder as the month goes on since there would be more and more player controlled zombies later on in the month then in the beginning.

As a zombie when you die, you don’t permanently die, so you can get up after a short penalty period.  There would also be many different zombie types, something similar to the Left 4 Dead series, this way being a zombie wouldn’t get boring as players would have many classes to choose from.  Perhaps zombies can even level up somewhat to become stronger.

The game in essence would have to be PvP, since fighting computer zombies would eventually get boring as it does if you ever played L4D single player.   And since the game reset each month, you can have a randomly generated city so that each month its a completely new layout.

I don’t know about you, but the more I write the more I’m liking my ideas. Let me know what you think of my Zombie MMO.

Zombie MMO Announced

Posted by on November 23, 2009 - No Comments »

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Undead Labs, a new development studio opened by game industry veteran Jeff Strain, announced today that they are going to develop a Zombie MMO game for consoles.  Strain has been apart of some of the most successful development teams in MMO history, working on World of Warcraft and Guildwars as well as non-MMO games like Starcraft and Diablo.

Undead Labs is committed to bringing to life an MMO loaded with action, humor and, of course, a whole lotta zombies, because the world doesn’t need more dragons.

At first I couldn’t really think of how a Zombie MMO would play out, I mean the Left4Dead and Dead Rising series cover it pretty well.  However you can get a better picture as Strain explains their vision.

“Every time I see a good zombie movie with friends, we spend days debating our strategies for surviving the zombie apocalypse,” said Strain. “The police station, or the supermarket? Garden rake, or staple gun? Bach, or the White Stripes? I’m a game developer, so I’d probably be useless for anything other than ghoul bait, but I’m excited to have the opportunity to build an MMOZ that lets us put those strategies to the test and find out for sure.”

From that short description it sounds as though this could be the first survival MMO, which would be pretty cool imo.   It should be interesting to see how this game starts to shape up once they layout the ground work.

You can checkout the full press release here.

Allods Online – First Look

Posted by on November 23, 2009 - No Comments »

Allods_Logo

Allods Online is a free to play MMORPG from Gala-Net which is set to be released sometime this winter according to their website.  Allods is currently in closed beta and we will be giving away some beta keys later this week so make sure to check back later as it will be on a first come first serve basis.

At first look Allods Online looks to be just another fantasy MMORPG, but looks can be deceiving.  Allods is fantasy sci-fi mix reminiscent of Final Fantasy VII.  There are 6 races in the game which are split into two warring factions.  On one side you have The Leauge (good guys) and the other, The Empire (bad guys).  Each side has three races you can select from, most being the common races that you would find in any fantasy MMORPG.  The 6 races are split into 8 archetypes and 28 classes.

Starting off with The League, you have Kanians (Humans), Elves and Gibberlings.   If you ever played any MMORPG, then you already have a good idea of what the human and elven races can do.  The Gibberlings however are these small cute, furry animals that remind me of Snaft from Thundercats.  Gibberlings are stealthy, tricky and quick creatures which sounds like they would be fun to play.

On the other side, The Empire, you have Xadaganians (humans), Orcs and Arisen. Again, I’m sure you are already familiar with the human and orc races so I’ll just skip them and go straight to the Arisen.  The Arisen are undead beings that have dedicated themselves to science and technology.  Because of this the Arisen are sorta like the Borg in Star Trek having combined their bodies with technology.

Allods Online takes place on the planet Sarnaut, which is split into continents and islands.  In order to travel throughout the continents gamers have a variety of ways to get around, one being in a massive ship which players will be able to get later on in the game.

From what I’ve seen of Allods Online so far, it looks great and it seems others agree as well.  Allods Online won Best Game 2009 & Audience Choice awards from the Russian Game Developers Conference.  Check out some of the screenshots below.

Happy Birthday Azeroth!

Posted by on November 23, 2009 - No Comments »

WOW_cake

Happy Birthday to you, my old friend World of Warcraft. WoW has now been around for five years ! That is a nice feat for an online game.  Over the years its customer base has drastically increased to make it the most played, most popular game of all time. As a thank you gift from Blizzard when a player logs in to their WoW accounts they will receive an online pet; the Onyxia whelp.  The pet is account bound and available to all characters that log in. This cute little whelp will be your companion during your travels.  So log on, claim your pet and have fun. Here is a pic of the lil guy:

Rawwwrrrr

An Interview with Cryptic's Bill Roper

Posted by on November 20, 2009 - No Comments »

champions_logo1I was recently given an opportunity to ask Cryptic’s Bill Roper some questions about Champions Online’s powers, data mining and the infamous “Launch Day Nerf”. Check out the Champions Online interview and see what he had to say.

The original design of Cryptic’s original game, City of Heroes, was supposed to have open power choices, but the design fell through and we ended up with the archetype and power set system. What do you think was learned from that first outing that allowed Champion’s character system to be a success? Does the character progression in CO draw from any other games?

The open power system is incredibly flexible and players can create the hero of their imagining without feeling “locked in” to a specific class or set of powers. While the Custom Framework option can be somewhat overwhelming in sheer number of options, we’ve tried to make it more user-friendly by organizing the powers into sets. We’ve continued to work to make it more comprehensible and easier to use through tips and better descriptions and we’ll continue to tune this to make it easier to understand and navigate.

When you look at the powers in Champions Online in terms of balance and fun, what three powers really hit the mark and why is that? Now, what three powers miss the mark and need work?

I went straight to the powers team with this question so you’d get the pure, unfiltered answers. They’re crawling through every power in the game a second time right now looking at just these issues, so here we go!

Powers that Worked

Force Cascade

It looks great. It hits hard. It’s incredibly expensive unless you play its internal schtick and use it in conjunction with a field power, in which case it’s a great and efficient engine of destruction. It’s a bit complicated to use, but the reward of getting it right was sufficient that players experimented, figured it out, and bought into it. Overall it’s a win. Gigabolt is very similar, but I’m happier with Force Cascade.

Secondary Energy Mechanics

Killer Instinct, Thermal Reverberation, and the other similar powers worked out well, I think. They’re a cheap investment that reward and incentivize otherwise different game play. I feel like they’re beefy enough that many players are happy they have them, but not so overpowering that they’re “must haves” or limit your valid options.

Uppercut / Haymaker

Melee has its issues, and having a long charge up get wasted because your opponent moved out of range at the last second is frustrating. That being said, though, the risk vs. reward on these attacks is great, and when you can get off a full charge, the visceral impact is amazing and rewarding.

Lackluster Powers

Offensive Passives

In a game where encounter groups are four or five at a time, a passive that lets you do MORE overkill versus a single target doesn’t feel nearly as useful as a power that provides substantial protection versus all enemies you’re facing simultaneously.

Possible Solution:

An idea we’ve discussed is having all of the offensive passives grant a bit less bonus damage per attack, but add a small AoE component to all of your attacks. This would help the value against large spawns, where powers like Electric Form feel weakest.

Chain Lightning

Most other powers do more damage when they’re charged. Chain Lightning doesn’t; when charged, it instead hits progressively more targets for the same amount of damage. In theory, this makes it a great bread and butter power – when taking on a large group, full charge for the pull and then just tap for rapid DPS. In practice, players always do full charges, even against single targets, because that’s what the other powers teach them is the “right” way to use them.

Possible Solution:

In the future, we’re probably going to make the damage versus the primary target scale up slightly as the power is charged, so that charging the power is no longer a “strictly worse” choice.

Rituals of Summoning

One of the people on our team (Antiproton) summarized the problem with these well during a playtest a few weeks ago: “You mean I have to sit here, just standing in this circle, watching while my pet runs off and get to play the game and have all the fun? That’s lame!” Champions is an extremely mobile game, and we’re very happy and proud that it is so. None the less, we know that some players may not appreciate all the frantic run and gun elements. The Sorcery tree, in theory, was supposed to be for them; it rewarded you (significantly) for picking a spot, standing there, and making the rest of the world come to you. I think the set, as a whole, succeeded well enough at rewarding you with power for standing still, but it completely fails to make the enemies come to you, and this issue is most pronounced, I think, with the summons.

Possible Solution:

First, Pets in general need a review. The ones summoned by Rituals don’t have any benefits to offset their drawback (that you have to stay in the circle). Second, Sorcery needs better techniques to “herd” and control enemies, bringing them into your reach, but keeping them from standing on your head. Finally, they need to be faster to create; it can’t feel like a chore to bring them out.

Regarding the infamous Launch-Day Nerf, I think a lot of people believe the changes were necessary for the good of the game, but many others are skeptical about the timing. Was the possible impact on preorders and lifetime subs a factor in the timing of the nerfs? What is your take away from the players’ reaction to the changes?

The conspiracy theories that have found their way into the gaming space can be pretty amazing. There was no element of “timing” the difficulty and experience curve other we saw the game had become trivially easy and we needed to address that before we had all of our players online. Unfortunately this didn’t come to light during the beta and we only really saw it happen with the numbers of players we got during the head-start period. Interestingly, anyone not in the head-start period didn’t come in and complain about the game being too hard, and once the initial shock of the shift subsided (less than a day) the vast majority of head-start players even said the game felt better. The biggest impact was that there was a lot of outcry when it happened and this leaked into reviews – even from editors that never played in the head-start time period. It was something we had to do for the good and longevity of the game, but trust us – with Star Trek we’ll have a LOT more people in the beta near the end to better test the global experience and difficulty curves.

From gamers’ point of view, there have been aspects of the launch that have gone smoothly, and other aspects that have been pretty ugly. In your mind and the minds of your team, how has the launch gone? Is there anything to the negativity on the forums and in the press and what can Cryptic do to turn that around?

We definitely needed more time on balancing the game overall, and that bit us when we had to do a large shift in the experience / difficulty curve after the head start program ran. We had the experience curve very close to where we wanted it by the time the game launched wide, but this definitely caused some of our early adopters to be upset that the game play changed after it went live. We also should have done a better job with balancing powers before launch. We’ve been chasing this ever since, and have made strides to making it much better, but this will be an ongoing project as with any MMO. Finally, after adjusting the experience curve, we had some content holes that we had to fill. This didn’t take us long, but it did mean that the game launched with very thin content.

As for what went right, the game was incredibly stable. The only real down time we had was one 8-hour period due to human error on our end. The game servers never had a catastrophic failure, we never lost character data, and we really breezed through a lot of the technical issues. We also had a wide variety of systems in place a solid foundation on which to build moving forward – an open power system, vast customization, Nemesis, PvP, Open Mission, Crisis Zones, and Lairs.

When City of Heroes came out, it had the advantage that it was the only game in the superhero MMO space. Champions Online was launched with established competition, and more coming relatively soon with DCUO. Does that competition change how your game is managed and how it is developed? For instance, is there a need to match features with CoX, or a plan to have x number of updates before DCUO releases?

We’re in a very different market than it was 5 years ago when City of Heroes launched. MMO players are educated and discerning set of gamers now. Our biggest challenge was in getting in a solid, broad foundation that we could build upon while still delivering a solid, quality game. We delivered in some areas and fell short in others, but no matter what you do you’re going to be compared to games that people are playing right now, no matter when they came out. Obviously a game with several years in post-launch development is impossible to equal, so while it does affect our development strategies, it’s more about making sure gamers know we’re able and willing to keep growing the game just like those games did after they launched.

Certainly CO has room for expansion with regards to new powersets and missions, but are there any more “killer features” coming down the pike? Also, are there any features that needed to be cut from the original release that you feel have to get in at some point?

We’ve added quite a bit into the game that is far beyond just new missions and power sets, although we added those, as well. Crossover Missions allow players to share any mission with another person, even if their character isn’t eligible for that mission. As opposed to the helper getting the same Primary version of the missions, they get a special Crossover version that has all the same goals, but a different reward scale. This gives them incentive past just being a good person to help out someone, even if they have already completed the mission in question.

Next week we’re opening the doors to the Nemesis Confrontation lair that combines the UNITY and Nemesis systems. Top level players will be able to get a UNITY mission that end up with a team of 5 heroes battling against their Nemeses and a villain powerful enough to draw such a conglomerate of evil together. We always wanted to be able to have multiple Nemeses in a fight against the heroes that created them, and now we have it.

In December, we’re going to be launching some new technology that allows players of any level to fight side-by-side against a common enemy. This is huge because it allows us to balance an encounter for a number of heroes regardless of their level.

Moving forward, we have a few systems on the drawing board that will allow players to investigate and find their own crimes to combat, as well as a few other surprises to really extend the life and fun of the game.

We see a lot of MMO companies talk about how “data mining” helps them determine what is going on in their game. How does Cryptic use data mining in CO? What types of data do you gather and how does the data affect your decision-making? What types of information does data mining fail to get you and how do you fill that gap?

We have some amazing tools to gather and sift through the massive amounts of data generated in the game. This is everything from player leveling curves to various levels of enemies defeated to heat maps that show where players congregate in each zone and on and on. All of these data points can be used to better tune the game.  For example, we can see how many heroes use what powers and for how long. This allows us to investigate powers that may be over or, more importantly, under-powered.

There are some things that we’ll never get form data-mining. It’s impossible for us to pick up combinations of powers that result in unexpectedly high damage or over-heightened defenses just by looking at numbers. This is where our forums and community feedback come into play as our gamers let us know the issues so we can get them into the correct parameters.

One knock against Cryptic is that when it is time to take out the nerf bat, you guys pull out the nerf BFG 2000 and crush the offending power into uselessness, perhaps buffing it back over time. Is this a fair criticism? Is the harsh nerf/buff slowly a deliberate design decision, or is it the result of mistaken over-nerfs?

I don’t think this is fair as a global statement, but it sure sounds like what you get from forum posters. We did take some grossly over-powered powers and push them down pretty hard, but that ignores the very slight modifications we’ve made or, more importantly, the large number of power increases we’ve made. The only large nerfs we do are against egregious aberrations, and if you really pour through the powers and items section of our forums, many of these changes are at the behest of our players who are smart enough to know when something is simply so good it’s obviously broken.

Champions Online Nemesis Confrontation Event Coming Next Week

Posted by on November 19, 2009 - No Comments »

mmoc_nemesis_confrontation_logo

Atari has just announced a new live event for Champions Online.  The Nemesis Confrontation event will kick off on November 24, and will push the title’s Nemesis System to the next level.  In a smart PR move, Cryptic will be hosting another free “weekend” during the event, from November 26-30.  In the world of Champions, a weekend is five days.

“We wanted to take our unique Nemesis System to the next level and do something really awesome with it,” said Bill Roper, Executive Producer of Champions Online. “So we asked ourselves, what if your Nemesis could band together with your buddy’s Nemesis to take you on? Epic.”

Participating players will have the chance to receive new perks and costumes, and access a new lair.

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Karos Online Open Beta Accounced

Posted by on November 19, 2009 - No Comments »

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Today NHN Corp announced that Karos Online open beta will begin on Dec 4th.   Karos Online is a free to play fantasy MMORPG that is currently in closed beta that will end Nov 28th.  In the final two days of the close beta, beta testers will get to experience high-level content and reserve their characters’ names for use in open beta.

Especially for the final closed beta event, new characters will come fully-equipped with gear and items to support high-level play, and the rate of experience gain has been dramatically increased so that players can reach a level cap of 44 almost immediately. In addition, the names of characters created during the last closed beta event will be linked to the testers’ accounts for use in open beta and launch (the characters themselves will be wiped after the event). ”In the previous Karos Online closed beta weekends, players were able to try early levelling and the starter content of the game,” said Heejin Jeong, Senior Overseas Sales Manager at NHN Corporation. “The third event offers the opportunity to play as a much more powerful character, and there will be new features available this time that players haven’t seen before, including new monsters, weapons and Holy Creatures. This will be the last closed beta event for Karos Online, we think it’s going to be a lot of fun and we hope to see a lot of testers return to help us celebrate the end of a very productive closed beta.” 

All up-to-date information about the game is available at www.karosgame.com. To apply for beta participation, simply create an account at www.karosgame.com and click ‘Apply Now’. If you have been accepted into a previous beta event, you will receive instructions two to three days before the event begins (there is no need to re-apply).