Wild Tera Update Adds In Woolen Cloaks


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Massively multiplayer life simulator Wild Tera thinks you should wear a cloak when you go outside, to avoid catching a cold. Luckily the latest update has just what you need in order to craft such comfortable wear. Update 8.3, deployed this week, allows players to dye woolen cloaks in a variety of colors, by boiling them with certain ingredients.

Woolen cloak can be colored by boiling with the addition of various ingredients. The ingredients you have to figure out yourself.

In addition, the folks at Juvty Worlds have added a few updates to the pet system. It is now possible to find horses of various colors and breeds, including some that are rare and hard to find. If you don’t like the idea of losing your pet, it is also possible to buy permanent versions at the shop that cannot be lost. Available in the shop now are horses, deer, boar, wolf, brown bear, and also unique rare breed – a black and white bear.

Wild Tera can be played by buying one of several early access bundles. Check it out at the link below.

(Source: Wild Tera)

IPE Update: Motion To Dismiss Digital Homicide Lawsuit Presented


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Romine V Stanton refers to the ongoing lawsuit between James Romine (Digital Homicide) and James Stanton (Jim Sterling) over alleged defamation by the latter causing damage to the reputation and sales of the former. Last we heard, James Romine had filed a motion to amend his complaint and is now suing for over $15 million in damages, including $5 million in emotional distress. The defense, on April 5th, filed a motion to delay their response which was granted with the new deadline being May 5th.

Well the deadline is here and the response was filed yesterday, finally giving us a response from Stanton and his lawyers, of which he has two. James Romine is still being represented by himself, owing to the fact that he can’t get a lawyer to take his case. The brunt of the 31 page response aims to persuade the judge to dismiss the case on the grounds that Arizona does not have jurisdiction over the case, seeing as Stanton has no presence in the state, makes no sales in the state, nor is he aware if anyone does or does not watch his videos from Arizona. Humorously, he also notes that he has never even visited the state.

Stanton’s response is a motion to dismiss the case, defending his writing/videos as protected speech and that commentary on DHS is clearly opinion. I’ll let Stanton sum it up:

 I am appalled that my opinions and writings on the subject of DHS, its games, and its use of an alias on the Steam service to distribute its games can serve as a basis for a libel lawsuit. As a writer and entertainer, I am well within my legal right to express my opinions, disclose my discoveries, and be part of online commentary regarding video game companies like DHS and video game distribution services like Steam. The Article is clearly protected speech and use of words like “chicanery,” “the Wet Bandits,” “weirdness” and “weeeeird” to describe DHS is clearly opinion.

MMO Fallout will have an update hopefully early next week on how Judge Tuchi rules.

Crowdfunding Fraudsters: Sacrament From Kickstarter To Paytreon


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Fraudster:
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a:  a person who is not what he or she pretends to be :impostor;

Today’s Crowdfunding Fraudsters come in the form of Sacrament, a game that describes itself as a sandbox for everyone, by a small team of people who have no idea how to build a game. Remember Greed Monger and how that project went? Jason Appleton was just a businessman who evidently got the idea that video games were like a vending machine that you just put money into and the game came out. If you look around the room you’ll see neither Appleton or Greed Monger, the latter was canned and the former ruined his reputation in the gaming community.

But let’s cut our teeth and dive into yet another independent “developer” made up of guys who don’t have any experience making games but played some games and are pretty sure they’ve got the gist of it down. Like an obese man who eats a lot of cake and decides to open a bakery, the folks at Ferocity Unbound are pretty certain that their years of experience raiding and presumably crossing their arms and harrumphing at how the current crop of MMOs and free to play suck, and how much better it would be to go back to a time when MMOs all had subscriptions and companies went bankrupt like it was going out of style.

Sacrament has already tried and failed to obtain crowd funding, via a Kickstarter campaign that raked in just a couple thousand out of $250 grand. Now the company is looking towards Patreon, demanding monthly payments for a game that doesn’t exist and may never launch, by people who might not have the know-how to deliver on their promises. On the other hand, the benefit of Patreon is that unlike Kickstarter which requires a real product, they aren’t actually obligated to return any of the money should the project go belly up. Gamers with too much expendable money can pledge upwards of $50 per month.

If you’re interested in donating more than fifty grand, you can go ahead and contact the developer directly.

So instead of making this cut and dry, I took a little look at Sacrament’s website only to be overwhelmed with a gigantic wall of text that says pretty much nothing. Donald Trump couldn’t make a wall out of empty promises this great. You really need to see the kind of stuff that this developer is promising.

Naturally, Sacrament will have no levels.

We chose, instead, to take out the levels and incorporate tiers, which work as a difficulty scale. Some players will live in tier 12 where their difficulty is at its cap, some will find that grouping up and taking on tier 16 is where they love to be, others will simply take on the game until they are bleeding at the fingertips. We wanted the players to be able to go back and forth between tiers seamlessly and feel as if they were still earning their fight rewards.

You might be asking yourself “what does any of this mean? How do tiers work if there are no levels? What do the tiers signify? How do you rise up in tiers and how is going from tier 1 to tier 12 any different from calling them levels? What are the difficulty differences between levels?” Sure, the description of one of the bigger mechanical changes doesn’t actually contain any information on how the system works, but that’s not important. What is important is that this system is for you, the player.

Tell me more!

PvE will consist of 20 tiers. The first 15 tiers will have three zones – or locations – dedicated to the player’s progression through each tier. The final 5 tiers will be raiding tiers (larger group overworld content and actual 24 and 36 player instanced raid content) where you will have to beat all of the raids in order to flag yourself and move on to the next tier. Let me be very clear here… You will have no character levels, only tiers to show your strength of character!

No character levels, only tiers, right. Makes perfect sense. Hey this isn’t one of those games where there are no “levels” but instead the game uses skill levels that are effectively the same thing, right?

If a skill maxes at 100 and you achieve it in PvE then step into the Arena for the very first time. Your Arena rank is 1 your skill is downgraded to the max for that rank, let’s say 5. As soon as you reach rank 2 your skill is now 10, hit rank 3 and it is automatically 15, so forth and so on.

Thought so.

Sacrament is not your typical theme park MMORPG where the player is led by the hand from start to finish on a leash. While it may be an easy way to ensure players go exactly where the developers want them to go so they can literally control content, Sacrament’s content design is strong enough not to force people to do any quests. From the moment of inception of this game, there were a few key elements that existed before even writing any concepts down, and this was one of them.

Absolutely no hand holding. You’ll be leashed through each tiered zone, but they will not hold your hand at any point through it. It’s completely different from current games, just like how the tier system is completely different from levels. It’s totally different guys! Nostalgia, Everquest, this new generation, am I right?

But let’s talk about grouping. Since your game has no levels, there shouldn’t be any problem with two players of varying experience getting together and knocking down a boss for some sweet loot, right? I mean, the whole new thing about MMOs is allowing players to group up with their friends without having to wait for the lower guy to level up.

Unfortunately, since you are not flagged for the tier, your items are not assigned to the primary loot table and so seeing them drop will be less likely. However, even when one does drop you cannot loot it off of the corpse and cannot hold the item until your tier. This is one of the incentives of flagging for each tier. You’re still getting a sufficient amount of experience and currency drop (equal to what monsters in your tier would drop plus 5-10% per tier above your own) to give you plenty of reason to take on the more difficult content.

Sacrament is very friendly to people who want to group with their friends, just don’t expect to get any loot without the game holding up a giant middle finger. Also hold the phone here, experience in what? Your game has no levels, so what is the experience going toward? And why does gear need a specific tier flagged to use? Once again, how are tiers any different from levels when you are locking away loot, areas, and the ability to not just loot but equip gear? In the end, what is the difference between “you need to be level 12 to equip these pauldrons” and “you need to be tier 12 to equip these pauldrons?” Other than the completely user-unfriendly mechanic of having the game deny loot because you’re not high level enough, an issue that every other MMO seems to have figured out.

It should also be noted that while the game does penalize you for taking on content above your level, there is no penalty for farming content below your level. No handholding garbage, you got that? This is a hardcore game for hardcore people, now stop farming things stronger than you and start farming things weaker than you. Alright, tell me about the raids.

Side note, I honestly didn’t expect the raids to be this ridiculous. I’ve included just a small snippet of how Sacrament has thought up its raid bosses, but just get a load of this example.

At 75% of the boss’s health he roars and a Yeti comes down into the fight. The Yeti boss cannot be directly damaged by players, but summons waves and waves of adds that must die within proximity to the Yeti causing fire damage that burns the Yeti’s flesh and fur until it is dead. Once the Yeti is dead the boss will then obtain a small shield that cannot be damaged by players directly and will summon a wave (or two) of adds that must die within proximity of the boss to drop the shield and allow for the raid to continue to DPS the boss (if enough of the enemies are not killed within proximity of the boss then another set of adds AND a mini boss spawns again); this will happen once every 30 seconds.

I’m not even playing the game and I’m already searching for the unsubscribe button. Do they expect people to put up with this? This is about a quarter of the boss fight description, and it is described as a “mild raid” to boot! It not only sounds convoluted but frustrating and just one gimmick played over and over and over again. The first raid you hit is a 12-player PUG dungeon at tier 5, which if you read above is when people actually start seeing each other. Yep, the game starts off your interactivity with a 12-man dungeon. These don’t sound like game pitches as much as the ramblings of a mad man who went insane while playing World of Warcraft Vanilla and now runs around town trying to put together a 40-man raid on Walmart.

But that’s not enough, I need some ridiculous concept shoe-horned in for the sake of “hardcore” street cred. Give me a boss that can murder everyone in a zone.

The PvE/Crafter raids, Blended Raids, are unique and designed for your Epic Quests for both PvE players and Crafters. These raids will force the PvE players to fight off hordes of NPCs to provide the Crafters opportunities to create items that will allow the raid to progress or speed it up. Sometimes the Crafters must craft an item that prevents all players from dying to a zone wide one shot or build a wall that can allow players to hide behind it while the boss goes on a rampage.

This is all I’m going to specifically talk about as far as game mechanics go, you can probably anticipate where the game is headed by what I have written above. You can find everything at the main website, but it’s all a bunch of the same convoluted, overly-complicated functions you find in similar games. I not only have to question the marketability of a game that forces players through these ridiculous, multi-tiered raids, but I question the abilities of the developers to implement such complicated systems.

So let’s look at the three founders and their bios. If they don’t immediately tell me about 90’s nostalgia, you can count my money withdrawn.

I started playing MMORPGs with the first EverQuest, though I missed the launch by about a year. I was an active duty Marine at the time with two deployments, so leveling up through the game wasn’t nearly as enjoyable for me as playing the game at any level. I kid you not… I spent two years between Orc Highway in GFay and Crushbone. Yep. It was a blast, too!

MMOs of the 90s were fun and enjoyable; they’re where I cut my teeth in MMO gaming. Creators of recent MMOs have missed something. Many are so caught up in recreating the success of one title or another that they miss the mark when creating a fun game to play.

Gaming is my passion. From the first time I picked up a SNES controller and popped in that Zelda cartridge, I’ve been fascinated by video games.

Alright, nostalgia is one thing. I’m going to need to see your credentials. Do any of you have development experience?

Nearing the end of our time with ESO we had begun to discuss the concepts of a new game with two of our friends, Kraive and Ahdora, and I quickly realized that between the four of us we had quite a bit of insight and information. I drew up some documents to see how much information about game systems we could come up with and a month and a half later we had an entire game hashed out. I’m talking from the ground on up.

To my surprise, shortly thereafter I was asked by one of those friends if Kraive and I would give input on an idea he and his brother had for an MMO. I was even more surprised to find that it matched so closely with my own idea about the direction in which a game should go. Thus began a whirlwind collaboration on concepts: the beginning of what was to become Sacrament. In just a few short months, we’d hammered out the vast majority of our core game concepts. Things went from a dream to very real, very fast.

Personally I’m a long term player. Many can look at the sheer number of titles I’ve played and assume I’m one of the locusts, travelling from game to game until the next one comes along. I played Everquest for 6-7 years, I met my wife during a short break but I had intended to return to EQ. I had tried the other titles of the time but EQ was where I always returned.

So we have a development team made up of the “idea guy.” Alright, so you don’t have any credentials. Can you sufficiently play to the 90’s kid gamer?

This game addresses concerns that have been expressed by the gaming masses for years. Concerns that have heretofore either gone unanswered, or have been given only lip service. Sacrament offers so much to so many different kinds of players. I couldn’t be more proud to be a part of this project, and I cannot wait to share this with everyone. Consider Sacrament nourishment for your starving gamer soul.

I could use some nourishment, because reading through the website was exhausting.

This is what happens when the gaming press pays attention to every indie dev with a failed crowdfunding campaign. What isn’t surprising is that the game has a very small following of players willing to throw a substantial amount of money into the void, people who will no doubt be yelling at the press for not properly scrutinizing the developers a couple of years down the road when they dissolve pre-alpha.

Sacrament’s Patreon hasn’t started yet, the developer is still fleshing out details. May the buyer beware.

Cheat Makers Are Still Shady, Black Desert Online Botters Figure Out


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Here at MMO Fallout, I’ve made several attempts to warn people of the dangers of downloading bot software and doing business with gold farmers in online games. Not only do you risk the safety of your accounts, but you also take a chance of having your computer compromised and your identity stolen. Gold farmers, it may surprise you, have a heavy hand in actual crime, and I’m not talking about selling gold to teenagers/adults who feel inadequate in their electronic wealth. I’m talking about people who deal in actual stolen credit cards and often steal from their own customers.

Such is the case, once again, as botters in Black Desert Online recently found out that a popular program was bugged with a keylogger. Users are logging into their accounts to find their characters wiped and items stolen. Hopefully this will serve as a lesson for players looking to get ahead through illegitimate means, but given past history it is only a matter of time before the next incident.

(Source: Reddit)

MMOments: Meg’s Cases In May [RuneScape]


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This is going to be a short piece. RuneScape is getting into May and that means another month-long update. Meg is an NPC normally found in player owned ports, she asks the player questions and disappears for a while to show back up with a reward based on how well the player answered her previous questions. This month Meg is sending the player on various short mini-quests, real simple stuff that only takes a few minutes each day and rewards a small lamp containing experience.

The update, naturally, is a precursor to a future update. Jagex has been teasing the eastern lands, a completely new continent, for well over a decade now. I’m speaking literally, the Eastern Lands are an archipelago first hinted at back around 2005, probably earlier. So Mega May is a daily quest that tasks players with figuring out mysteries. Right now all we know is that there is a ten part “The Eastern Mystery” series, a six part “Robber from the Darkness” series, and a ton of seemingly unrelated quests. The finale, currently unknown, says that you’ll have to visit Meg in the ports to find out why there is no description. Player owned ports are where the player first sends ships to the eastern lands to open trade.

The mini-quest series runs until mid-June, which I’m assuming is going to be the big unveiling of the Eastern Lands update or some big hint of it coming at some future points. It isn’t a well kept secret, but one of Jagex’s shticks has always been the secret that everyone knows about.

In other RuneScape news, the start of the month means it is time to check your giant oysters.

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The Park Out On Xbox One and PS4


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Funcom’s experimental title The Park is out today on modern consoles, letting games of all stripes to experience the same horror that PC players went through last Halloween. Set in the secret world of The Secret World, The Park puts players in the shoes of Lorraine, a mother desperately searching for her son Callum who becomes lost in the dilapidated amusement park.

“We are very excited about bringing ‘The Park’ to PlayStation 4 and Xbox One, and this launch holds special significance for us, not least because it is our first console release in almost ten years,” said Funcom CEO Rui Casais. “’The Park’ feels truly at home on PlaySation 4 and Xbox One, and it was the perfect title for us to get back on the console scene again.”

MMO Fallout reviewed The Park on PC and found it to be a fun, short game albeit highly predictable and unappealing to those outside of the “walking simulator” genre. You can check out our coverage here.

(Source: Funcom press release)

[Not Massive] Dark Souls III Bans A Mark of From Software’s Incompetence


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From Software is putting the kibosh on bad gameplay in Dark Souls III and you’d better watch out, especially if you’re not cheating, because the developer doesn’t understand how to protect its own customers from exploits in its game design. The premise is simple, the system detects anomalies and “invalid data,” such as equipment modded outside of its capabilities or players absorbing more souls than can be feasibly obtained, and restricts online play to those players. Again, simple, right?

“The warning message will continue to be displayed until the Dark Souls III server team has determined whether or not a violation of the End User License Agreement (EULA) occurred. At that point the account/profile will either have restrictions placed on it (to limit the online interactions during multiplayer sessions and a further penalty message of ‘You have been Penalized’ issued) or the ‘Invalid Game Data’ warning message removed.

Here’s the problem: A major part of Dark Souls III involves being invaded and summoning other players. What happens if a player drops you an item and that item has been hacked? Good luck, you’ll be banned. If a player invades your world and is using a cheat that grants you massive amounts of souls? Too late to turn back now, you’re getting banned. Get invaded by a player using a hack to give himself invincibility or infinite Estus Flasks? Your next invasion is by the ban hammer.

Now From Software has a workaround for this that is very easy to follow. You simply need to constantly back up your save data onto a third party (they recommend a USB drive or a cloud service) and just use that backup if your data gets corrupted because someone ruined your file because From Software allowed them to and subsequently punished you for being in the wrong place at the wrong time.

To make matters worse, the anti-cheat system is obscure by design. You’ll never really know when and where your file got corrupted, who corrupted you, and what was corrupt. Did the system flag your account two days ago or two hours ago? Is your backup safe or are you royally screwed? Why doesn’t Bandai Namco have a cloud system that saves your last non-corrupted file? It also doesn’t help that, by Bando Namcai’s own admission, the system is falsely flagging some users.

It also begs the question of, if the anti-cheat system is worth anything, why cheating is still rampant in the game? Forget the guy who gets banned because someone entered his world with infinite Estus Flasks, what about the guy invading other players worlds with his infinite Estus Flasks? What about the guy using the hacked dagger to modify the save game files of others?

All of this screams of a developer that has no idea what it is doing when it comes to online gameplay, stepping into pitfalls that other, more competent developers, figured out how to avoid years ago. Cheats like aimbots and wall hacks will never go away. Allowing players in an online environment to dupe and hack items, not to mention allowing them to trade those items over your servers, is basic protection 101. It’s the same sort of incompetence and inexperience that led to Grand Theft Auto Online becoming a cheater’s paradise while Blizzard figured it out back in the days of early Battle.net.

The Dark Souls series is one of a kind and deserving of all of the praise it gets, but protecting your online game from cheaters and preventing legitimate players from getting caught in the net is an entirely different understanding. From Software should be baking sanity checks in at more than one avenue to ensure that players aren’t bringing their hacked items into other’s worlds. It’s a simple checksum that exists server-side and that compares equipment and items to pre-defined limitations. If those limits are breached, the offender is booted. Again, so simple it makes you wonder why neither From Software nor Namco Bandai ever thought to put it in. It allows people to do whatever they want on their own game without infecting the gameplay of others.

Other than that, I have no opinion on the matter.

VAC Bans Will Extend To Accounts Linked By Phone Number


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(Editor’s Note: The article incorrectly stated incorrectly that the ban on associated accounts lasted three months. The ban on the phone number itself lasts three months, the ban on accounts is permanent. Thank you to Matt in the comments for correcting our mistake.)

Imagine a world where cheaters use burner phones to mask the identities of their individual Steam accounts, not unlike drug dealers, because just such a scenario could become more prevalent with a recent policy change at Valve.

Presently, if you are caught cheating in a VAC-protected game you are banned from VAC-enabled servers on that game. But what is stopping a person from buying Counter Strike: Global Offensive when it goes on sale for fifty cents (or whatever low price it hits during seasonal sales) and stocking up on 10+ accounts? Or Team Fortress 2 which is free to play? Nothing, and it is a noticeable problem in both titles.

Valve is taking on the issue two-fold: The first is to institute a matchmaking system for Counter Strike: GO that only links players whose accounts have phone numbers attached for two-factor authentication. The second is to ban any Steam account associated with that phone number if one of the accounts cheats. The bans on associated phone numbers lasts for three months, during which the number cannot be applied to any other account.

The benefit is that it is effectively impossible to buy a new phone only to find out too late that the guy who held the number before you was VAC-banned and still on probation.

(Source: Engadget)

Surprise! DC Universe Launched On Xbox One Today


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Daybreak Game Company previously announced that DC Universe Online would be heading to Microsoft’s latest console generation, and the less patient of you need wait no longer. As of noon today EST, you can download the free to play superhero MMO on Xbox One and create your dream hero or villain. While there is no cross-platform play with PC and Playstation gamers, content on the Xbox is on par with what is available on the other platforms.

While the game is free to play, you do need Xbox Live in order to play.

(Source: DC Universe)

Guild Wars 2 Polling WvW Content


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How should Arenanet prioritize world vs world content? They want to know, and they’d like you to tell them. In a post on the official website, players have been invited to vote on which project the team will work on next.

The polls are open until May 4th.

(Source: Guild Wars 2)