Posts Tagged ‘back’

Isn't it Time for a Planetside 2?

20 May 2008 | No Comments » | LHStaff

There is one MMO that no matter how many times I unsub, I always end up returning to it a few months/years later. It’s not World of Warcraft, or Everquest; I have absolutely no desire to ever return to either of those games. The game I am talking about is Planetside. Time and again I have returned to the game to find new vehicles and features awaiting me and even now, as I just resubbed, I have found even more fun to be had. So when is the sequel coming out?

Unfortunately, probably never. As much as I hate to admit it, Planetside was never really a success story for Sony. Despite holding adequate subscription numbers for a decent amount of time the game just failed to generate any real profits, as can be seen in the poor early mismanagement of the game (updates we very few and far between, bad expac), but this doesn’t mean that Planetside doesn’t deserve a sequel. Despite having some gameplay quirks and questionable goal orientation it was actually a lot of fun and a sequel would be able to fix/build on to those gameplay elements.

Today, the FPS genre is more popular than it has ever been before. Last year Halo 3 sold more than 9 million copies world wide, and Call of Duty 4 sold over 7 million. With this re-invigorated market I don’t see it completely unjustifiable that a PS2 would be considered. After all, everybody likes being part of a huge battle, and certainly Planetside achieved that. Now if only there was an updated website that continually added new fix and gameplay suggestions for the game to help focus the commuity in an effort to improve the game so said developers would know where to start with their new Planetside…

Your welcome.

Not a Single MMO in GameRanking's Top 100 (Anymore)

19 May 2008 | No Comments » | LHStaff

The MMO genre of gaming is not a particularly young one. In fact, I’d say it’s only a few years younger than the modern RTS and FPS genres (I remember playing my very first graphical MMO in 1997). So, suffice it to say, I was a bit surprised when I found out that not one MMORPG has made it onto GameRanking.com’s top 100 list. I’ve checked the list and I’ve checked it twice (ho ho!) and I’m telling you there are no MMOs to be found which raises the question: why haven’t any MMOs made it there yet?

Believe it or not, despite the genre being over a decade old now there really aren’t that many MMOs in the market. In fact, of the actual “pay2play” model of MMO there are typically only a handful of games released each year, as opposed to the thousands of Wii, 360, PS3, PC games that are released each year. This probably has had some sort of impact as to why there are no MMOs on the list. Let’s face it, when there are so many games coming out every year the MMO is bound to slowly get pushed down the list until a new one makes it back up there. In fact, GTAIV actually pushed World of Warcraft right off the list (who now sits at #101). However, that said, this logic does seem to conflict with the “quality over quantity” saying. Despite putting out fewer games than most other genres, there are still many quality issues that exist within the games upon launch… which brings us to our next issue.

One of the most obvious reasons as to why most MMOs never make it to the top of review scores is primarily due to quality. MMOs are HUGE worlds with many aspects of gameplay all running simultaneously with thousands of gamers. The sheer scope of programmability within these games would probably dwarf about ten single player games of near any other genre. Because of this there are a number of quality issues that must be tested and, unfortunately, the best test usually occurs after the game has gone live. As many MMOGamers know many of the biggest fixes and features aren’t readily patched until a couple months after the games release, which cites the mantra of many gamers today: “An MMO on launch day will be completely different 6 months later.” Perhaps if reviewers would put up two reviews of an MMO there would be a better “leveling off” of the scores…

Anyways, take from this what you will. World of Warcraft still sits at a very respectable #101 right above Zelda: A Link to the Past (one of my favorite games) with the next “MMO” being WoW: Burning Crusade at #142. After that there is nothing until beyond the 200 mark. It’s very clear that GTAIV effectively pushed WoW out of the running, but even before then WoW was only at #99 which is just barely scraping it by. No telling what MMO will make it there next. While Age of Conan looks like it will receive fair scores, I seriously doubt it’ll reach the top 100. Anybody want to take bets on Warhammer Online?

Check out the full top 200 list HERE.

CrunchPreview: Age of Conan, The Necromancer…

5 May 2008 | No Comments » | LHStaff

As surely as the day turns into night, MMOCrunch was there, albiet somewhat haphazardly, for the open beta of what can only be considered one of the most anticipated MMORPGs ever to be released. With over 500,000 beta sign-ups, it is conservative to say that the MMO is on many gamers’ minds as it fastly approaches it’s release date on May 20th. In order to help you with that decision I decided to take an indepth look at the beginning levels through the eyes of the ever-infamous Necromancer class. Sit back and enjoy the read…

As many MMO gamers already know, Age of Conan is boasting a new combat system unlike any other MMORPG out there. It is fast paced, action-oriented, and near-useless to the mage classes of the game. So where does that leave all the struggling magic-seekers during the beginnings of the game? Probably not as far from World of Warcraft as you’d have hoped, but that doesn’t mean the game hasn’t developed some well-crafted mage classes anyways.

Washing up on the shore of an unknown beach, you quickly find yourself in hostile territory. As an escaped slave there are few friends and even fewer options available to your character. After speaking with a distressed woman you have but one option, find your former slaver (who also survived the ship wreck) and kill him. Then and only then will you be free to do whatever it is that you wish.

Of course, as you soon will find out while stampeding through the wilderness, this feat is easier said than done. Not five minutes into the game you’ll have to begin fending off ruthless scavengers and would-be pirates attempting to look whatever they can find of the shipwreck. This is, of course, where the newly designed combat system takes place. As a Necromancer you shouldn’t get too connected with this style of fighting, but because it’s the beginning of the game you will get to use it for at least a little while, after all, the low level spells aren’t that great.

The melee combat system works in the manner of three buttons, which can be applied to the number keys or not, your choice. These buttons signify three arrows: up, left, and right. Upon clicking the buttons your character will perform an overhead swing, a right swing, or a left swing. From what I could tell, depending on what the enemy was doing would also depend on whether they were hit by your swing, or if the blocked/parried it. While the system may seem a bit basic, it’s actually quite fun. You will not be sitting there waiting for stuff to happen like you would in WoW. Of course, that is about as complex as the system gets for mages on the lower level (the higher end may get something more).

As a mage in a game which is so focused on the new melee aspect, you may feel like you are getting left out in the cold, rightly so, too. The mage abilities, from what I have scene, are fairly typical of an MMORPG. You get spells as you level up, and you assign those spells to a numbered slot. If you want to cast a spell you simply click on the number and watch as it gets cast. Nothing too spectacular, however, that doesn’t mean the classes are flawed in any way. On the contrary, the Necromancer class was quite fun to play, even if it was a bit more traditional. Upon level two I got my first damage spells and at level five I was able to summon my first undead creature. From there I was causing havoc and torment to all enemies that crossed me. Again, this was nothing out of the ordinary but it was still a fun time.

Overall, Age of Conan is shaping up to be a very good game, despite some installing headaches. The level of detail in the cities and forests were very intricate and the detail in the combat system definitely helps to liven things up. Tie all this together with a unique world and a unique way of talking to NPCs (think KoTOR) brings together one extraordinary MMO experience. If FunCom can get some of the more major loading and black screen bugs out of the way it will be very hard not to recommend this game to any MMO fans out there… even die hard WoW fanatics.

Stay tuned as we bring you more updates from Age of Conan throughout the week.

Exclusive: Interview with CEO of Masthead Studios: Earthrise

24 April 2008 | No Comments » | LHStaff

I recently had the chance to interview Atanas Atanasov, CEO of Masthead Studios, about the upcoming MMORPG Earthrise. We were also able to bribe Mr. Atanasov into providing us with a new exclusive screenshot of the Eastern Gardens in Earthrise. (right pic) Your son will be returned by midnight.

For those of you not familiar with the game, Earthrise is a sci-fi MMORPG that takes places after the Third World War where society has split into many factions, but the two major ones are Continoma and Noir. Earthrise is based completely off skills so there will be no leveling here. The combat system will use dynamic targeting much like any FPS, however this is not a MMOFPS as other skills will require players to use them as they would in any other MMORPG. Earthrise will also feature PvP and territorial control points where guilds will be able to battle over certain areas in the game to extract resources and impose there own power and rules in that region.

For more information on Earthrise, check out the site play-earthrise.com

Onto the interview:

1] In your FAQ you mention that skills are never permanently foreclosed, does this mean at any time in the game I can reallocate my skill points to change my characters skill set?

Players in Earthrise can learn all skills, but they cannot reallocate skill points. The skill usage will be limited by the equipment, which means that the player has to learn the skill first, and then equip the weapon, armor and other devices that go with the skill. All abilities and tactics, which are not supported by the equipped items will be grey (not usable].

2] Staying on topic, you mention that Earthrise is entirely skill based. Given that there are two factions, how many skills will be shared and how many will be unique?

There are two main factions in Earthrise – Continoma and Noir and many smaller ones. Players can play for one of the two factions or they can choose to be neutral or criminals. All of those choices will not affect the skills they learn, which means that no matter which side you have chosen to fight for, your skills will be the same. Faction items are another story. There will be weapons and armor, which will be available only to members of a certain faction.

3] I read that there will be full looting in Earthrise? How does the looting system work? In what scenario could someone loot all my equipment?

Full looting in Earthrise will be possible, but for players who are careful or willing to spend money, it won’t be a problem. If player A kills player B, player B is resurrected at a resurrection site. If player B has insured all of his items, his former body is empty and player A has nothing to loot, but player B needs to reinsure his items, which costs money of course. If there are uninsured items in player B’s body, he will have several seconds time to pay at the resurrection site and get his items back. This decision will cost much more than a simple insurance. It is for those people who have forgotten to insure their items or are willing to take the risk and go in the wilderness with uninsured items. If player B doesn’t pay for his uninsured items or the waiting time passes, player A can loot everything which remains in player B’s corpse.

4] Considering Earthrise is set in the future, how does it handle transportation? You mention personal hovercraft’s in your FAQ, but will there be air transportation or a quicker way to travel?

Many variations of personal hovercrafts will be available in the game. There will also be teleportation points scattered across the island that will need money to operate. We are also considering some skills and items for faster transportation, but there is no final decision on that yet.

5] Since characters in Earthrise will not gain levels, how will this affect what type of armor or weapons players can use? If I pump all my skill points into weapons, will I be able to use the most powerful weapons within a few hrs of playing?

Players in Earthrise will have wide choice of weapons and armor, but their use will be limited by their character’s genetic code, or their physical attributes – Physique and Intellect. Players will be able to modify their current genetic condition anytime, and it will cost them money depending on the amount of the change itself. Small changes will have affordable costs, while turning a battlefield brute into Einstein will be a massive investment. That being said, it will not be possible to make a new character, and be immediately approached by a guild that shoves the most powerful weapon in the game into your hands and sends you on the field. That would throw the balance of the game off the scales in favor of whoever has the most money or weaponry to entice newbies. Instead, we make sure that players are able to use moderately powerful weapons after a small gaming investment, and everything else onward requires players to actually play to unlock the features of the game.

6] Will newbies be able to kill veteran players with a lucky shot or if they catch them off guards? Or will the skills learned greatly improve veteran players making it so beginners have no chance?

Absolutely! Earthrise is a PvP-centric game, and that means that players should always have a chance to score a successful kill on other players, given that they have the skill and strategy to pull it off. The way we allow that is by emphasizing a variety of options and combinations, thus tactics themselves, over power level. Players who advance their characters will not grow so powerful that newbies won’t have a chance no matter what they do; instead they will have more options. More options means better combinations, but only if the veteran player can use these combinations wisely. If they don’t, one or a couple newbies who use their limited set of abilities in a smart way have a greater opportunity of taking that veteran down.

7] You mention that players will be able to have careers that advance while offline? Is there a limit to how much a player can advance? What part will careers play in the big picture of Earthrise?

The offline advancement system has a more social approach. Players can educate and have a profession in Earthrise, which will give them social standing and constant income. The income will be significantly less compared to the one they can make during online play, but it will be enough to compensate all those people who don’t have the time to be online for hours and hours every day. The social standing of the players will allow them to gain some rewards from the factions they work for.

8] Territory control is a big part of the PvP in Earthrise allowing guilds to extract resources from the territory. However do you think there is any danger to 1 or 2 very large guilds controlling and holding most of the territories in the games?

The vast open space on the island of Enterra where territory control will take place will have hundreds of locations for building a base. The more territories the guild has the more vulnerable it will be. It will be very difficult to control such a large territory where smaller guilds will fight for their chunk of the pie and mutants will try to reconquer what was taken from them. The situation, which you mention in your question may also reflect the real world, where many empires have fallen due to tribes and smaller nations invading their borders, riots and internal problems.

9] From the screenshots I’ve seen, the game looks absolutely amazing. Will Earthrise use DX10 technology? Will there be real world physics in the game?

Yes, we are planning to implement DX10 technology and real world physics, although the physics will not be as advanced as the modern 3D shooters.

Thank you for taking the time out to answer these questions for us.

4 MMORPGs That Should Have Been Great

15 April 2008 | No Comments » | LHStaff

Starwars Galaxies

Probably the biggest disappointment in MMORPG history. The Starwars universe just screams MMORPG, how can you possible mess up a game like this. Well we all got the answer when the game was released on June 20, 2003. No Jedis, no space combat and boring quests. Seriously, are you sure this is based on Starwars? It would be 7 MONTHS before the first player unlocked the Jedi class and another 9 months for the first expansion, Jump to Lightspeed, allowed players to finally jump into the pilots seat of an X-wing or TIE fighter. Future changes to the combat system and a reduction of playable professions would completely lay waste to what was so far a decent game. However there is no arguing that even it you consider Starwars Galaxies a good game, it should no doubt have been one of the best MMORPG of all time.

Matrix Online

What can I say about the Matrix Online, another franchise that should feel right at home being a MMORPG. However when The Matrix Online launched it seems Agent Smith was wreaking havoc because the game was extremely buggy. Reports of crashes, random disconnects, being stuck in walls and falling through the world are just a few. Aside from the bugs the missions were painfully repetitive. Go here, find something or someone, perhaps kill them, come back. Rinse and repeat. To make things worse all the buildings looked similar and were very boring to explore. However the biggest disappoint was that you don’t actually fight the machines or agents. Seriously that’s like Starwars with no Jedis, oh wait. :?

Planetside

This is one game that definitely did not reach its full potential. Hundreds of players in a FPS fragging each other for territory with a crap load of weapons and vehicles to choose from, whats not to like. Unfortunately this game wouldn’t be on this list if there wasn’t anything wrong with it. Planetside’s problem was that the terrain was boring, all the bases looked the same and no one ever won. It was just a three way tug-o-war battle that would rage on forever. Future expansions added new mech vehicles that altered the games balance and not in a good way. Planetside unfortunately never recovered and is a dying game. Perhaps the upcoming Huxley or Earthrise can fulfil all our MMOFPS desires.

Dungeons & Dragons Online

For many D&D fans, this was the MMORPG they were waiting for, too bad for them it was just an average game. D&D Online concentrated on group play, the problem with that is many players that were looking to solo couldn’t and unless you were in a large guild or had a lot of online friends you would spend almost as much time looking for groups as you would playing. Lack of content and repeating quests is also a major issue. It doesn’t matter how good the dungeons look, after a dozen times your going to get bored. Speaking about dungeons I think they should have called the game Dungeons & More Dungeons Online.

Is World of Warcraft a Corporation?

14 April 2008 | No Comments » | LHStaff

According to Mike Smith, of Yahoo! Games, World of Warcraft may just be the largest corporation on the planet. Many of you, of course, are looking at that statement and quietly laughing to yourself, but does it actually hold any merit? When you look at WoW from afar you’ll notice that it shares very little with corporations. In fact, much of the article seems to point WoW in the direction as being compared to a nation, as opposed to a corporation. So where does this logic come from?

Well, as Mike states, you can actually invest in the game from a character side of things. This basically means that when you create a character on a WoW server you are actually investing time into what could become a potentially profitable margin. Look at it this way: the World of Warcraft is the largest and most successful pay to play MMORPG ever. As such there is a high demand for the game and for the game’s commodities. Even now you can go to any number of websites and buy gold with dollars, euros, or pounds. This means that the WoW gold actually has a worth value amongst regular society. So, when you are out farming for gold in the Burning Steppes you are actually earning, essentially, money. Anything that can be converted into money as as good as money after all.

However, that said, the article faulters on actually convincing me that WoW is more of a corporation than a nation. You see, in WoW, the players are more like citizens. They live in a world and pay a certain amount per month (just like citizens who pay taxes every year). Also like a nation, the WoW community makes and sells things to each other; just like the grocery store down the street, who gets it’s vegetables from farmers a hundred miles away, will sell you those same vegetables. In a corporation, the entire workforce is making/producing items to sell to an outside entity. The World of Warcraft players are not selling anything to people who don’t play. Based on these observations, you’d be hard pressed in convincing anybody that WoW is a corporation…

Regardless of what WoW actually is (corporation, nation, game), the article is still a fascinating read. I urge you to check it out and to comment back here with your own ideas and thoughts on the matter. Is it completely silly to be comparing WoW to any of these extra-bodily organizations? You tell me…

Thanks for reading!

You can check out the full article HERE.

Hello Is Anybody There?

10 April 2008 | No Comments » | LHStaff

There are a whole lot of MMOs out there today. WoW, EQ2, EVE, Final Fantasy XI… the list goes on and on and on. Of course, an MMORPG is nothing without it’s players. Which begs the question: what do you do when you can’t find anybody on your server to play with?

This may not seem like a huge issue with some of the aforementioned MMOs but with many others it is a considerable cause for concern. Games like Vanguard: Saga of Heroes, Matrix Online, and even City of Heroes (some servers) can suffer from a severe lack of players. I don’t know about you, but when I can’t find anybody decent to play with on my current MMO of choice I usually abandon the cause. There is no reason to play, let alone pay to play, these games when you aren’t getting the most out of it (i.e. multiplayer). Never fear though, by following a few precautionary steps you can very easily avoid wasting money and time on games that have too little of a population.

  1. Do your research. If you read about any possible financial trouble for the company that usually doesn’t spell anything good about the population levels for the game.
  2. Starting near the beginning of a game’s life will usually ensure that a healthy population will be around for at least a little while. Case and point, City of Heroes had a much larger population back when it launched as opposed to today, as is typical of most MMOs these days.
  3. Friends help. Can’t find anybody to play with in-game? Drag some of your buddies in with you!
  4. Finally, the rule of thumb is that if an MMO is over five years of age chances are there won’t be a solid “newbie” population to play with. More than likely everybody will be at the higher levels at this point. There are servers on WoW that suffer from this.

So there you have it. I’m not trying to keep you guys from playing any specific MMORPGs out there. I am just attempting to help you avoid situations as such. If you are primarily a solo player then disregard this entirely. Just remember, if there is one thing that can ruin an MMORPG faster than buggy gameplay it is the community, and when there is no community there is no game.

Thanks for reading.

World of Warcraft's Druid Class is Broken…

7 April 2008 | 14 Comments » | LHStaff

There I said it… It had to be said and now I’ve gone and done it. No matter how many times Blizzard tries to adjust, tweak, alter, or change the druid class it will always be broken. Why? Because the fundamental principles on which the class is based are broken as well. In an MMORPG you simply can’t have a un-hybrid class such as the druid.

Before all you druid fanatics jump down my throat, allow me to say this: I played as a druid for nearly the entirety of my WoW career. I leveled him all the way to 70 (my one and only character above level 20) before I was done with the game for good (Naturehooves whoo!). I am not a hater of the class, but rather a critic of the way the class was mis-managed during the early stages of the development of the game.

There are many successful druids out there. By saying the class is broken I am not implying that it is also unplayable. However, that said the class also can’t ever be fully realized in the structure that Blizzard created for it. Created upon the theory that you can play as either a rogue, warrior, healer, or mage depending on what talent tree you decide to sink your points into, the druid arguably became one of the weakest classes in the game very early on in the development. While Blizzard decided to give the druid a bunch of “off-abilities” to make it mime a certain class they could never fully allow the class to become as powerful as any of those same classes. As such, druids are usually relegated to being an off-tank, off-healer, or off-dps.

Of course, this all sounds fine to an average MMO gamer. Sure it sucks that the druid won’t ever be as powerful as one of the mimed classes but it makes up for it in the fact that it can technically play as any of the mimed classes through its various shape shifting forms. This is what most players would logically think… they are wrong.

The druid is not a hybrid class, but rather, a class that can assume the role of whatever the person/party needs for the time. This all largely depends on two things: gear, and talents. Without the right combination of each you aren’t going to do a very good job at whatever class you decide to mime. Hell, even with the best equipment and perfect talent spec you’ll only be as good as an average person of the mimed classes. Of course, if you gear/talent up for one specific off-class you are also completely and totally gimping yourself for all of the others. Afterall, bear druids do not make good moonkins…

I haven’t played the game in a while. In fact it’s been many a month since I have wandered the green pastures outside of ThunderBluff. Having said this I do not know exactly how the druid class plays anymore. I keep up with the updates and haven’t noticed any spectacular alterations that would change this fundamental flaw, but maybe there is something you only notice when you are actually playing the game. In anycase, I stand by what I said: World of Warcraft’s druid class is broken.

Oh… please, for the love of god, no “learn2play” type of comments. I was probably one of the most successful druids on my server and when I played the game I knew the class better than the back of my own hand.