[Community] Should Developers Start Blacklisting Customers?


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Did you know that Riot Games maintains a very small blacklist of players deemed so toxic that they are banned from having an account for life? They do, and while it takes a lot to be added to the list, the end result is that any account that can be verified as owned by said person is immediately handed a permanent ban. Sounds fun, right?

It’s important to note that these blacklisted players aren’t one-time offenders, or even two-time. If you look at their stories, the players that Riot Games decides are no longer welcome in their community have gone through a multitude of accounts, all banned for death threats, denial of service attacks, and other actions that are toxic at best, illegal at worst.

While developers are constantly looking at methods of lowering the bar of entry, by converting their games to free to play or having regular sales, the increased convenience has only made it easier for the communities of said games to be infected by the rampaging plague that are cheaters and anti-social gamers. People who have no intentions on playing fair or fostering a welcoming community, but are only interested in watching the world burn, in a manner of speaking. And because creating an account is so easy, developers waste precious time and resources trying to keep problematic re-offenders from getting back in.

Valve recently adopted a policy in Counter Strike: Global Offensive to rid the game of cheaters. In order to use the “Prime” matchmaking service, you need to have two-factor authentication with a valid phone number. Get banned for cheating, and all accounts associated with that phone number will also receive a VAC ban. In addition, the phone number cannot be used for three months.

It goes further: If you don’t own the banned game, you can’t even purchase it on any of the affected accounts. Every time a phone number is banned, the ban length gets longer. With 95% of the Steam community making use of mobile authentication, according to Valve, it’s a lot harder to avoid.

So the question this week is, should developers begin blacklisting repeat offenders? If so, how should they go about doing it? Riot Games bans accounts completely and bans that person from competing in sanctioned tournaments, while Valve’s stance has always been to segregate said players to their own corners of the game where they can be ignored.

In MMOs, the issue of cheating has raised a lot of contempt between players and developers, the latter of whom have been seen on multiple occasions being lenient towards cheaters. As it turns out, the guy who spends a fair amount of real money to cheat in a game also tends to spend a lot of money in the game itself, and like an abusive customer who also happens to bankroll a small business, they are unwilling to throw him out the door without a heaping helping of warnings.

Riot Games is regularly accused of not dealing with abusive customers unless there is enough publicity to cause actual harm, like said abuser being a streamer with a large following. We’ve seen numerous accusations against companies like Trion Worlds for allowing high-paying guilds in ArcheAge to get away with exploits.

Would a blacklist work? How would you go about identifying a problematic customer and getting rid of them? Let us know in the comments below.

Wildstar Dropping NCoin, Picking Up Protobucks


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Hot off the heels of NCSoft’s first quarter finances, Carbine Studios has announced that Wildstar is dropping NCoin as its currency of choice for real-world purchases. Beginning May 18th, players will no longer purchase NCoin for Wildstar, nor will your wallet share between NCSoft’s games. Instead, you’ll need to purchase the game-specific currency available at the same rate, except now in its own segregated system.

According to the post, costs of items will remain the same, however the new currency will allow Carbine to introduce bonus tiers. Buy $10 or more in currency and receive bonus Protobucks. For players with NCoin already in their accounts, they have until June 15th in order to convert any NCoin to Protobucks or they will no longer be usable. Bonus Protobucks will be distributed June 22nd based on how much is converted.

One important note is that once NCoin have been converted to Protobucks, they cannot be changed back.

(Source: Wildstar)

NCSoft Sales Boom, Wildstar Flounders In Q1


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NCSoft has officially released their first quarter financial documents, and there is plenty to be happy about (providing you are not a developer on or player of Wildstar). Sales hit a boom with a 28% increase over the same time last year while profits over the same period jumped 70%. Pre-tax income flew up 67% while net income soared to a grandiose 86% increase.

Much of the increase is thanks to Blade & Soul, driven by the US/EU launch the title is now NCSoft’s second highest grossing product below the original Lineage. US/EU sales jumped 136% over last year thanks primarily to Blade & Soul while the title also grew revenues in China by 15%.

Aion saw a small boost in sales while Guild Wars 2, Lineage II, and Wildstar all saw a loss of revenue. The boost in profit is even more amazing when put alongside an increase in labor costs, box and merchandise production.

And now the bad news: Wildstar’s sales have officially dropped to its lowest point, 1,282 KRW in MN or $1.09 million approximately USD. The game’s income is, at this point in time, virtually negligible for NCSoft as a company, and the switch to free to play has clearly just delayed the inevitable. With the cancellation of Wildstar’s Chinese launch and the allegation by Polygon that NCSoft confirmed the game’s imminent closure at the last round of layoffs, both fans and the developers should start prepping their resumes if they haven’t already.

I want to put this into perspective for the “Wildstar is fine” comments that will show up here and in reference to this article on other websites. NCSoft’s revenues for Q1 came to 204,848 KRW in MN, that is 204.8 billion Won. Wildstar made up 1.282 billion of that, or 0.6258% of the total revenue. The three month period in the report runs from January to March, a period that has 91 days. 91 days translates to 2,184 hours.

Wildstar was worth 13.66 hours of NCSoft’s time over the last three months. It is worth less than half of City of Heroes (2,855) at the time NCSoft shut down Paragon Studios and fired the team with barely any warning. Just a fraction more than Guild Wars (1,277) was when NCSoft halted development. Increasingly less than Tabula Rasa (2,007) when it was delisted and the servers were shut down.

It’s over, folks.

(Source: NCSoft)

Star Trek Online Coming To PS4, Xbox One


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Perfect World Entertainment and Cryptic Studios today announced that Star Trek Online, the free to play MMORPG based on Gene Roddenberry’s creation, will be coming to consoles this Fall. When it launches on both Playstation and Xbox, players will be able to access the base game plus six years of content added in, over 130 episodes that build upon classic Star Trek Stories.

Learning from the success of Neverwinter on Xbox One, console players will enjoy upgraded visuals and an enhanced user experience, with controls tailor made for use with a controller.

No word yet on further console releases. Stay tuned for more details.

(Source: Perfect World Entertainment)

Square Enix Sales Boom In 2016


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(Editor’s note: Before we dive in, I’ll remind viewers that Square Enix operates on a different fiscal year that ends March 31st. As a result, while most other companies are reporting their first quarter finances this month, Square Enix is on Q4 for the 2016 fiscal year. This is not a mistake on our part)

Square Enix has released its end of year results for the 2016 fiscal year, and the results are pretty positive across the board. Net sales grew 27.5% over the same period last year while operating income boosted 58% and normal income rose 49%.

Much of Square Enix’s success has been attributed to the strong releases of mobile titles alongside the console releases of Rise of the Tomb Raider and Just Cause 3. Over on the MMO side, the company also had a fair amount of praise for the continued success of Final Fantasy XIV and Dragon Quest X. While sales of merchandise derived from IPs increased, sales from comic books remained sluggish compared to last year.

Square Enix has a slew of titles ready to launch over the next year, including Rise of the Tomb Raider (PS4), Final Fantasy XV, Deus Ex: Mankind Divided, Dragon Quest Heroes II, Kingdom Hearts 2.8, World of Final Fantasy, and more.

(Source: Square Enix)

Nexon Boasts 11% Boost In Sales


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Nexon has posted its latest financial statement for the first quarter 2016 and the results are indeed something to write home about. First quarter revenue amounted to 57.5 billion yen ($530 million USD), an 11% increase over the same period last year. Sales were driven partially due to the higher-than-anticipated sales of Dungeon&Fighter in China.

Alternately, operating income underperformed primarily due to the impairment loss on Gloops’ goodwill of 22.6 billion yen. Nexon bought Gloops for $486 million cash back in 2012. Impairment loss refers to the cost of acquisition minus the depreciation.

Nexon’s earnings call will take place later this morning.

(Source: Nexon press release)

Chronicle: RuneScape Legends Launches May 26th


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(Correction: The free card packs run until May 15th)

Jagex Ltd, makers of the popular MMO RuneScape, have announced that their collectible card game RS Chronicles will launch on Steam on May 26th. In order to celebrate the occasion, anyone who logs in between now and May 15th will receive three free booster packs to bolster their decks.

RS Chronicles is one of the latest additions to the battle card game genre, following the massive success of Hearthstone. The title sets itself apart from the competition in that cards are used to build adventures for the player’s hero, building up their abilities or tearing down their opponent in preparation for the final battle at the end of each match.

“It’s just two weeks until we officially throw open the doors to Chronicle’s Hall of Legends on 26th May, and its launch on Steam is only the beginning for what we have planned. We’ve already introduced brand new cards every week, increased rewards, balancing improvements, and there’s even more content planned for the months to come,” said James Sweatman, lead designer, Chronicle: RuneScape Legends.

Chronicle: RuneScape Legends is currently free to play with microtransactions. Chronicle: RuneScape Legends will launch on Steam in seven languages: English, French, LATAM Spanish, German, Polish, Russian, and Brazilian-Portuguese.

(Source: Jagex press release)

Perfect World Entertainment Publishing Gigantic


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Perfect World Entertainment today announced a new partnership deal to publish Gigantic, the free to play action MOBA by Motiga Games, on its Arc client. Gigantic will join first party titles including Champions Online, Neverwinter, and Star Trek Online, as Perfect World Entertainment continues to ramp up its efforts to introduce quality games to the PC and console market.

Gigantic is described as “a free-to-play action MOBA developed by Motiga that pits teams of five heroes and their massive guardians against each other in highly intense battles across a variety of maps. The game combines explosive combat with fast-paced teamwork, strategy, and skill, as players fight to defeat the opposing guardian with spells, guns, and swords.”

“2016 continues to be a year of growth for Perfect World Entertainment,” said Bryan Huang, CEO of Perfect World Entertainment. “As we expand our line-up of partnered developers, we always want to ensure that our team is publishing quality content for gamers. The passion that the Motiga team has makes them a perfect partner for PWE as we accomplish our goal of bringing quality products to the industry.”

Motiga plans to have Gigantic ready for release on PC, the Windows 10 store, and Xbox One. The accompanying trailer shows a game that looks to be similar to SMITE, albeit with more action elements.

IPE Update: Run Over By An Internet Semi Update


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Small In Plain English update for the James Romine V James Stanton case (Digital Homicide V Jim Sterling). Following the recent motion to dismiss the case, James Romine has filed his own motion to dismiss the dismissal. To put it bluntly, and to utilize a logical argument that will make much more sense in the next paragraph or two, the case has jumped on the crazy train and left logic bleeding on the highway of justice about two hundred miles back.

First case of interest, in order to prove that Jim Sterling does business in Arizona, James Romine actually purchased a t-shirt from the Jimquisition website and had it shipped to his address. The newly introduced evidence includes a receipt and a photo of the “Jim Fucking Sterling Son” t-shirt ordered from the website. Romine takes a moment of the court’s time to note that his brother coined that term. Romine also notes that he has been subscribed to Sterling’s Patreon for three months now.

In what appears to be a case of lacking awareness, Romine is now invoking the case of Ventura V Kyle as precedent for defamation in cases where the defendant was not in the same state as the trial. Ventura V Kyle is described as “a case with no winners,” where Jesse Ventura sued Navy Seal Chris Kyle after the latter claimed to have punched Ventura in a bar. Ventura’s reputation was severely damaged after he continued the lawsuit against Kyle’s estate after Chris Kyle was fatally shot at a gun range in Texas in 2013, the events adapted into the film American Sniper.

Don’t worry, it gets stranger. Romine goes on to compare the case as being “precisely the same” as being run over by a series of cars. I’m going to attach the full paragraph because paraphrasing wouldn’t do the full quote justice.

“It is precisely the same as being hit with a car in Arizona by an out of state resident passing through. In this case, The Defendant’s ‘car’ is actually an Internet semi with a camera attached to display the show of The Plaintiff being run over to The Defendant’s subscribers and then is followed by a thousand more cars following The Defendant’s lead.”

To sum where the case is up to this point: James Romine filed a motion to amend his complaint, which Sterling responded to with a motion to dismiss said amendment as pointless because the defense believes it can have the case thrown out before it goes to court primarily on the grounds of lacking jurisdiction and that his comments were a matter of opinion. Romine filed to have the dismissal dismissed, making claims that Arizona’s district court does indeed have the jurisdiction and that Sterling’s comments are a matter of fact.

Get it? Got it? Good. More on the story as it develops.

Top 5: Arguments Against Vanilla Servers Discussed


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Vanilla servers are still the big topic being discussed here and on other gaming websites and forums, so for this week’s Top 5 I decided to compile a list of popular arguments against such servers and discuss them. As always, the list is in no particular order.

If you’d like to add your two cents or explain why I’m wrong, feel free to drop a comment in the box below or contact us via email or on Twitter (@mmofallout).

5. It Will Pull Resources From The Main Game

A half-truth, based entirely on how the developer handles it. Jagex managed to avoid this problem with Old School RuneScape by starting out with a shell team dedicated to bringing the game online. Once the game proved successful, they hired on additional members without cutting resources from the main RuneScape game.

If Blizzard were to pull developers from the main World of Warcraft and therefore cause delays and hinder content on the live service, that would be entirely the fault of poor planning or low confidence rather than the result of an inherent flaw in private servers.

4. Players Will Eventually Get Bored And Leave

This argument I tend to agree with more than anything, and it is true that any MMO will eventually lose players if content stagnates and development ceases. A classic server that exists as a snapshot of its time will bring in players to relive their slice of nostalgia, players who will eventually get bored and leave. That’s the argument, classic server purists would disagree.

Which is why the best course of action would be to take Jagex’s approach with Old School RuneScape, by allowing the players to vote on whether or not new content should be added, the will of the people is irrefutably listened to. By putting up new content to the approval of a high majority, Blizzard can keep the game fresh while maintaining the vision that the community has demanded.

3. Players Don’t Really Want A Vanilla Server

I understand where this is coming from, but it is false and a bit condescending. Effectively it downplays the demands of a consumer on the allegation that they are clouded by rose-tinted glasses and that you, the objective bystander, know what they want more than they do. It also ignores the popularity of vanilla pirate servers.

But, like I said, conceptually you are not wrong in this line of thinking. Customers, in many cases, genuinely don’t know what they want or aren’t willing to admit it. Electronic Arts gave a talk back when Battlefield Heroes was in its prime that the people giving the loudest criticism of paid-for weapons not only bought weapons in greater numbers but spent exponentially more than the average. Similarly, as a famous example, New Coke failed in the market despite doing very well in focus testing.

Again, it isn’t completely wrong. There is a perpetuated myth among subscription purists that the $15/month model is not only objectively better for the industry, but is more popular among consumers, a theory that fails when put to the market.

2. Blizzard Has No Obligation To Provide Vanilla Servers

What can you say about this one? It is 100% correct, Blizzard has no obligation to create a vanilla server just because the community asks for it. If Blizzard has looked into the idea of launching classic servers and has decided that the negatives outweigh the positives, that is their decision. It won’t make private servers any more legitimate.

A lot of business decisions are made simply because the creator folded his/her arms and said “I don’t want to.” CVS was making a killing off of selling cigarettes, and decided that it didn’t want to. Sir Arthur Conan Doyle killed off Sherlock Holmes because, in spite of his commercial success, he wanted to bring the series to a conclusion.

The people claiming that Blizzard has an obligation to provide vanilla servers are fringe at best.

1. It Isn’t Profitable

This myth would hold more credibility if it wasn’t almost ritualistically proven wrong on so many angles. Forgetting the number of Vanilla servers that have been shut down over the years whose small teams were raking in a nominal fortune of ill-gotten gains, classic servers have steadily become more popular in the legitimate space. As with virtual console games, the response to demands for classic servers grew fundamentally out of its popularity in the grey/black market.

Old School RuneScape is currently in its fourth year of operation, with a massive population that rivals that of RuneScape 3 and occasionally supersedes it with concurrent users. Lineage II has a classic server in a couple of regions that is reportedly successful.

Incidentally, the people scrambling to complain that “if it was profitable, Blizzard would have done it already” are missing two key points. First, that they can’t name any instances of a company launching a private server only to have it fail while the main product succeeded. Second, that Blizzard doesn’t lean much on profit as its reason for not considering a vanilla server.

Rather, they talk about technical issues and artistic vision. Despite what armchair technicians will tell me, reviving a game from 2004, built by people who may no longer be working with the company, and on hardware that they don’t have anymore, is a massive feat. When Jagex wanted to create Old School, they faced a major problem that nobody in the company was familiar with the old systems.

So yes, Vanilla World of Warcraft might be financially unfeasible for Blizzard, or at least a massive risk, because unlike a group of private server operators tinkering with code, their employees need to be paid a salary.