Posts Tagged ‘mmorpg’

WoW, I’ve Made A Huge Mistake

21 October 2014 | No Comments » | Patrick "iTZKooPA" Mulhern

lh_wow_resub_huge-mistakeThis is up there with Gob’s largest, most hilarious faux pahs. Unfortunately for me and my friends, this is one that will drastically alter our dynamic. It won’t be funny. You see, I’ve resubscribed to my first true life-altering MMORPG addiction. That’s right, the gem that spawned Hearthstone: Heroes of Warcraft and remains the most successful of its genre to date. World of Warcraft has returned to my harddrive.

Frankly, I couldn’t resist the upcoming ten-year anniversary celebration. All Blizzard really needed to do was mention Molten Core as part of the festivities to hook me. Let alone retune it for endgame. Seeing Ragnaros for the first time remains one of the most memorable WoW moments. Even more important than being a part of the server-first kill. No need to wait for BlizzCon to get sucked back in, even if Metallica is closing the show.

After logging in I was greeted by a few friendly faces, both my toons remaining in the guild I haven’t conversed with since dropping from the face of Azeroth shortly after Mists of Pandaria released. The day I subbed my priest was level 90 having a few levels head start over my famed rogue Solidsamm, who remained untouched at level 85. She’s now on her way to being geared. Solidsamm remains a few levels behind rocking dungeons, grabbing quests and randomly hitting pretty buttons. Continue Reading

PAX Prime 2014: H1Z1 “Hard to produce a true sandbox experience” (Video)

15 September 2014 | No Comments » | Patrick "iTZKooPA" Mulhern


Sony Online Entertainment, like many developers of MMOGs, is a rather cagey developer. Par the course tends to be to keep everything close to your chest, design decisions, customization options, story and monetization. This trend is disappearing. It’s partly the drive everything more accessible – see the F2P genre – a touch of diversifying yourself from the crowd and a splash of themepark MMOGs no longer being the favored genre darling – see MOBAs.

H1Z1 is not a themepark MMOG. SOE gives you a living world full of zombies, items, crafting, wildlife and weather. This lets players step into a title more akin to a create your own adventure. Because SOE isn’t attempting to tell you a story, to force some moral or ethical questions or decisions down your throat, the company needs players to test its systems. That’s why Jimmy Whisenhunt was sure to point out that H1Z1 is quite possibly the earliest gamers have seen an SOE title because “It’s so hard to produce a true sandbox experience” without players. Lots of them.

The sandbox title remains in early alpha testing. We’ll be on the lookout for beta access codes for the community. Continue Reading

PAX Prime 2014: WildStar Omni-core Megadrop Drives Story, Adds End-game Content

5 September 2014 | No Comments » | Patrick "iTZKooPA" Mulhern

20140820_PAX_omnicore_042 copyCarbine Studios does add to our great economy by performing work. This may be contrary to what the forums may have told you but they’ve entertained the hell out of me. The company has released numerous patches for its subscription-based MMORPG WildStar and continues driving along. Two major ones include the Strain Ultradrop and the more consumable standard drop of Sabotage.

The developer since admitted that the planned monthly releases wasn’t proving viable. Stephan Frost, a design producer, laid the change squarely on quality, admitting that the previous drops had been buggier than the company had hoped.

Now we’ve the massive end-game content patch Journey to Omni-core 1 coming. Sadly, we could only squeeze a 2014 commitment out of him. Dubbed a Mega Drop, the content patch will focus on high-level content – plus bug fixes – for all players. That means soloers, groupers, dungeon runners and raiders. Lore Hounds should pay extra close attention to the video interview to catch the tidbits of lore, including how the Strain and Omni-core 1 connect, ahead of release.

Hit the jump to see a quiet Frost chat with iTZKooPA about game development, the 1%er balancing act, z-axis platforming, community feedback, Nexus lore, the future of single-player storylines, screenshots and more!

Don’t forget to subscribe to our Twitch channel for more on WildStar, including our upcoming Instance Gratification livestream with none other than Chad “Papi” Moore himself! Continue Reading

WildStar Support Finally Comes Through Weeks Later

16 July 2014 | No Comments » | Patrick "iTZKooPA" Mulhern

wildstar_character_transfer_deathOn June 22 I sent a ticket to the WildStar Support queue. A few days earlier I had opted for a free realm transfer from Pergo, an original and vastly overcrowded destination, to Rowsdower, a new realm thrown up during the early-adopter crush. Understanding the swarm of players opting for the free switch, I didn’t fuss when it wasn’t completed in 24 hours. Or 48 hours. When 72 hours came and went I got worried. Logging in I saw that my character was no longer on either server, instead getting dumped to the unrelated Bloodsworn PvP server. I logged in to the realm to find…


My character that I spent the first few days power leveling had evaporated. It did not exist on either the originating or destination realm, nor the realm that the system claimed it was on when in the Character Selection screen. That’s when the panicked support ticket went out. It was initially met with standard, seemingly automated replies. For a solid week. Continue Reading

How Important Are Addons to MMORPGs?

10 July 2014 | No Comments » | Patrick "iTZKooPA" Mulhern
The splitting of HP and shield is a nice feature.

The splitting of HP and shield is a nice feature.

I received an email blast from the PR firm directing WildStar’s marketing earlier this week. It’s not entirely relevant as a news post or anything, but it did get me thinking about addons and how crucial they have been for MMORPGs. That’s past tense for a reason. My real spark was how much it’s changed, how little they’re generally needed these days and how many games work perfectly well without implementing them or never having them catch on.

This brings up numerous other head-scratching conundrums: Are community-made addons still relevant? Have they remained as popular and as necessary as they did half a decade ago? And thus, give sites like Curse their continued reason for existence? Have developers of these products mined the community for ideas and included the most popular addons as part of the default user interface options? Was the fear of addons in WildStar not catching on the cause of the email blast by Carbine? Finally, were addons and their popularity a product of developer innovation or lazy development?

The answers to some of these questions are obvious. For instance, Curse will exist forever barring poor management choices. The site itself has long created its own technology to service the add-on hungry community and has grown beyond that. In a title like World of Warcraft, which like a lot of other features Blizzard included, effectively made addons a thing in the genre, addons have quite literally changed the game. Some times to the extreme, causing Blizzard to shut down the addons through code changes. Other cases are irrefutable evidence to Blizzard mining the community for ideas and innovation. Continue Reading

WildStar Launching with Cross-realm Play

10 October 2013 | No Comments » | Patrick "iTZKooPA" Mulhern

Neverwinter recently re-confirmed its intention to merge its servers to create a more universal in-game community. This is something Blizzard, which runs dozens of servers for World of Warcraft, has achieved by designing base technology to offer cross-realm PvP, questing and raiding. Upcoming MMORPG WildStar is going to follow Blizzard’s example from the word go.

DIscussed for the first time at length in this week’s WildStar Wednesday, Carbine Studios revealed that cross-realm will be driven through three key features. Chat will be unbound by your server choice, as will the ability to group up with friends. The WildStar incarnation of the Group Finder will also pull from the much larger pool. However, the later two features will not allow players to meet up in the open world. As you may expect, they’ll only be tangible in select instance locations.

Another major limitation includes a locked trading system to prevent interserver economy imbalances. Most surprising? Players will have an option to blatantly turn off cross-realm features relegating them to the archaic server design handcuffs of yesteryear.

Opening Cinematic Released for Marvel Heroes (Video)

6 June 2013 | No Comments » | Patrick "iTZKooPA" Mulhern

Marvel Heroes has been in the wild for quite some time, but June 4 marked the official launch for the any interested gamer. Gazillion’s dungeon crawling Marvel title saw a mini-series focusing on the rise of Doctor Doom. This four-part motion comic was not part of the opening cinematic. Nope. Players beginning their adventure were meet with a completely different production.

Presented as an animated short, the trailer introduces players to numerous Marvel mainstays, from Iron Man to the Hulk, and a quick synopsis of their origins. However, the main reason to watch is the discussion of The Watcher and how it ties into the aforementioned motion comic mini series.

“For over three years we’ve been building Marvel Heroes to be an exciting, free-to-play massively multiplayer action game, and we are ecstatic to finally put it in the hands of Marvel fans and gamers alike,” said David Brevik, President and COO of Gazillion Entertainment. “The creation of Marvel Heroes has been a labor of love.  As a die-hard Marvel fan, it’s an honor to give players the chance to take on the roles of their favorite Marvel Super Hero in an epic adventure.”

Hit the jump for the latest trailer and screenshot dump.

Continue Reading

Marvel Heroes Now Live! LoreHound Has You Covered

4 June 2013 | No Comments » | Patrick "iTZKooPA" Mulhern

We’ve been watching this one for quite some time, so we’re happy to see that despite some recent troublesMarvel Heroes will be meeting its June 4 launch date. Penned by Marvel scribe Brian Michael Bendis, the dungeon crawling MMOG is now upon us. Recent beta improvements include a much cleaner heads-up display, the doubling of available powers and the addition of a new crafting feature.

Hit the jump for the Lore Hound coverage over the years. We’ve got everything from the rise of Doctor Doom, exclusive interviews, changes in the currency and Founders packages and, oh, so much more. Continue Reading