MMOments: Blade & Soul


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Blade & Soul is one of those games that we’ve been impatiently waiting to come westward for a few years now, and like any game that we are regularly told we can’t have, the hype train has gotten out of hand at one point or another. I think that the majority of gamers saw NCSoft’s “you can’t have this yet” attitude and recognized it as an issue of lengthy localization rather than an evil corporation withholding the greatest creation since sliced bread, but you know that there is someone out there that took the lengthy development delay as a sign that the game was being advertised as the second coming of Jesus.

If there is one thing you can expect from Korean MMOs it is that character features will be exaggerated and heavily sexualized, so naturally I created my character was created with the kind of booty you could rest a stereo on. I’m not entirely sure if the gliding and camera controls exist primarily to serve for gratuitous panty shots, but I’m not willing to rule it out at this time. Also, you should expect that all of the female characters have breasts that more closely resemble free hanging piles of Jello brand gelatin than actual human flesh, bouncing and bobbing with every small breeze.

That said, there are a lot of options for the character creator, honestly you could spend hours working on every little detail of your character’s physique.

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The characters of Blade & Soul are rather charming, even though I can’t remember their names and they have a tendency to die ala Game of Thrones not long after you meet them. Still, the characters are drawn from the anime school of ridiculous features, like the grandpa dog, the obnoxious kid who takes credit for everything, and whatever this is. The world looks beautiful, even with the parade of very well oiled men and women running about, reminiscent of a higher quality TERA or a more polished looking ArcheAge.

Combat in Blade & Soul is well paced, relying equally on mouse clicks and key presses. Your left mouse button is tied to a resource building attack while the right mouse button uses said resources. As you level up, you start to be able to use combos like, in the case of my sword-wielding character, knocking your opponent to the ground and stomping them while they are down. The rate at which you learn new techniques is just slow enough that you’ve mastered the previous lesson by the time the game is ready to teach you something new. It’s spaced out enough so that the player doesn’t get overwhelmed but (at least in the opening acts) hopefully doesn’t feel like the combat is growing stagnant.

The game throws in little things that keep the game flowing, like enemies that randomly drop bombs that can be used to take out or stun another mob. Ultimately, however, this is your standard MMO fare: You go into a village, take a bunch of quests, complete those quests, then move on to the next village. In no sense does the game feel like an open world, with players being ushered down what is effectively a single hallway ala Final Fantasy XIII, with a few dungeons hanging off to the side.

What impressed me is how the game handles equipment. For starters, your beginner weapon is supposed to stay with you for most, if not all of the game. Imagine the upgradeable epic weapons you get during end-game raids in other MMOs, and then picture getting that weapon right from the start. The weapons that you pick up along the way are more useful as upgrade materials. In addition, there isn’t much of an equipment selection. Instead of grinding for your usual selection of gloves, boots, legs, chest, and head pieces, you’ll gather accessories and soul shards. Soul shards come in one shape and fit into a wheel, offering various stat bonuses. Complete a wheel with a single soul shard set and you’ll unlock even more powerful bonuses.

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One small feature that I find myself appreciating is on logout, where the game tells you exactly what you’ve accomplished during that play session. It isn’t a major feature by any stretch of the imagination, but it’s a handy tool nonetheless. You also have access to a “daily dash,” a board game of sorts where you spin a wheel and obtain items the further you get. It appears to reset every month, and falls into the Korean MMO trope of throwing shinies at the player to keep them going.

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Now let’s get to some grievances. Blade & Soul is heavily instanced, with areas separated by portals that cause the game to hiccup whenever you pass through. While the drastic changes that some areas go through between and following quests are nice, it serves to highlight just how linear the game is, and how ultimately unimportant and forgettable each zone is, almost as if each one is an episode of a serialized anime.

The most obvious and present issue with Blade & Soul is the constant, endless, gold spam. The fact that it is insanely present on a Korean import title doesn’t surprise me, nor does NCSoft’s complete ineptitude at combating said spam despite operating MMOs for nearly twenty years. I would be less harsh were it not for the fact that Blade & Soul launched in 2012, yet still hasn’t figured out the most basic of bot protections. Let’s go over a few, shall we?

  • Severe limitations on chat for new/free accounts.
  • Level limitations on global chat channels.
  • A filter that can detect when the same message is being repeated across multiple accounts.
  • Safeguards at account creation that would prevent mass throwaway accounts.
  • A limitation on how often characters can be created/deleted.
  • A cooldown on sending messages to global chat channels.
  • Banning the use of proxies.
  • Banning Chinese IP addresses.
  • Making ignores account-wide instead of character-specific.
  • Having actual customer support.
  • The ability to easily report people in chat.

And finally, you need to squash the shit early, pardon my language, and start banning some Twitch streamers. Allowing popular streamers like Reckful to partner with illegal gold farming websites and make money off of a community form of cancer will do nothing but push away customers and make your company look feckless and corrupt. Generally I wouldn’t harp on gold spam in a game this close to launch, but Blade & Soul has had years to figure this stuff out and yet the spam is worse than pretty much any other MMO that I have ever played.

There is still a lot of ground to break in Blade & Soul, which I intend to do in the coming weeks. Despite the negative stuff I’ve said, the stuff that sets Blade & Soul apart, like how the game deals with loot and upgrading equipment, is keeping me playing.

City of Steam Is Shutting Down This Month


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City of Steam developer Mechanist Games has announced that services for the MMO will shut down later this month. The game launched in 2013 and was named MMO Fallout’s ‘Most Disappointing MMO of the Year,” due to a partnership with R2 Games that saw many of the game’s mechanics simplified or outright removed and the overall meta-game transformed into a mobile grinder with energy and an overwhelming cash shop.

The announcement focuses on the declining support of UNITY in browsers.

But we’re sorry to say that this chapter of The New Epoch is coming to an end. A number of factors went into this decision, the decline of Unity support in the browser is one of them – Google Chrome no longer supports NPAPI plugins like the Unity Webplayer, and Microsoft’s next browser, Edge, won’t either.

While City of Steam was relaunched as Arkadia, the changes made to the game between closed and open beta unfortunately kept many players from coming back. The game has been in maintenance mode since November 2014 and no one has bothered to moderate the forums since at least August of last year, leaving nearly dozens of pages of spam.

(Source: City of Steam)

Shroud of the Avatar Community Wants Free Offline Access To Perks


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What do you do when your game sells items for real money but also includes a separate offline mode that can’t reasonably be regulated by the developer? For Shroud of the Avatar, the folks at Portalarium figures that no matter what their stance on the issue, there is little doubt that hackers will figure out a way to nab those cash shop items for free. So why not do everyone a favor, since the only impact the player can have is on their own world, and give everyone access to exclusive items in offline mode?

The idea was polled, and so far the response has been in overwhelming agreement. 96.5% of the voting community, approximately 860 votes as of this publishing, agree that it is OK for all add on and pledge rewards to be available in offline mode. This obviously comes with a caveat that items will need to be crafted, with the biggest and best stuff becoming end-game content, and that numerous items will have no real effect in offline mode like Fyndoro’s Tablet, an item that is used to find other players.

Community response to the idea has been overwhelmingly positive, especially from those who had invested serious money into the game:

I have 5k in and my greatest concern is someone will feel I bought a advantage over them. That’s not what I want. I like the nick nacks, their cool, but I don’t want anyone to feel its pay to play outside of the basic costs for the game.

And not all of the ‘no’ votes were against the idea entirely, with many citing the extra development time required to turn the items into craftables and figure out balancing.

I don’t really care either way, but voted NO because I do not want the developers wasting any time on making the items craftable. Just put them all on a special vendor and be done with it please.

If you add up all the hats, cloaks, costumes, weapons, armor, prosperity items etc. you would probably have at least 100 new items, each one requiring a unique recipe. How many unique recipes for hats alone are needed? Can it even be done without adding new ingredients?

How do you feel about pledge items, considering they can run a pretty penny, being available to players for free in offline mode? Let us know in the comments below.

(Source: Shroud of the Avatar)

Paladins Ditches Heavy Customization


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Paladins is a MOBA game that puts emphasis on players being able to customize their characters via collectible cards, at least until Hi-Rez decided not to. While originally billed as a game that would carry a small number of highly customizable heroes, a recent interview with Erez Goren has revealed that the developer plans on limiting just how much the cards can change a character. In the interview, Goren points to play tests revealing that players wanted more heroes, but heroes that were easily identifiable much like they are in Dota or League of Legends.

“People don’t seem to appreciate the variation on a character as much as they do having a new character that does things that particular way.”

Check out MMO Fallout’s coverage of Paladins here.

(Source: Rock, Paper, Shotgun)

John Smedley Returns, Crowd Funding New Game


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John Smedley, former of the Daybreak Game Company Smedleys, has returned to gaming in the form of Pixelmage Games. The startup has a few names you might recognize, including Patrick Rothfuss, Jon Handy, and Bill Trost, and their first game is Hero’s Song. Hero’s Song is a 2D rogue-like RPG where each world is shaped by its own history. You might find yourself in a world where the dwarves never existed, and neither has their technology, or one where necromancy reigns supreme.

Each server is hosted by players with the capacity for thousands to join in. You can check out more details at the link below.

(Source: Kickstarter)

Eternal Crusade Can Always Use More Cashmoneys


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Warhammer 40k: Eternal Crusade is on its way to Steam early access, and Nathan Richardson wants you to know that the game is doing just fine so far as cashmoneys are concerned. The game is launching on Steam early access, yes, but not for the money. Simply put, the game is funded to launch this year, Steam early access offers luxuries like a decent pay system, news delivery, oh and a lot of customers.

As Richardson puts it:

No, our philosophy of being agile, is that we strongly believe that the inclusion of more people, as early in the development process as possible will ultimately make a better game. We are simply continuing this program (previously called Founders) in the Steam Early Access framework.

You can read the rest of the Q&A at the link below.

(Source: Eternal Crusade)

How Blade & Soul Distributes The Wealth


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Drops have always been a divisive issue when it comes to raids, particularly when you’re dealing with players using the roll system to hoard items that they don’t need and probably can’t sell, but want anyway because of greed. In the early days, this was dealt with through a need/greed system, but players would simply roll need on everything. To combat this, games like Neverwinter restrict the need button to classes that can actually use said item.

In Blade & Soul, as one Reddit user points out, party leaders can set the loot rotation to a bidding system. Players bid on drops above a certain value with the winner paying out for the item. To ensure that no one comes out empty handed, the winning player’s bid is distributed among the other players. This way, the more you lose bids, the more money you have to win them in the future or just outright buy the equipment.

(Source: Reddit)

Column: Jagex and the RuneScapes


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I’ve written quite a bit about Jagex and the issue of “not-RuneScape” in the past, and while I penned an editorial about its history over at MMORPG.com earlier last year, I’ve been meaning to give the topic another look for quite some time. If you aren’t acquainted with Jagex’s history of developing games that are not RuneScape, I highly recommend reading that article before you continue here otherwise it’ll probably look like I’m just trashing a successful company for no reason. It’s a long history of failed “hobby projects,” mismanaged and abandoned long before anyone would bother to inform the public.

So since my last full editorial in 2012, there has been a lot of stuff going on at Jagex. Transformers Universe went into beta and, as I suspected, it fumbled the ball at the two yard line and Hasbro pulled the IP. Block N Load launched and has subsequently plummeted in traffic, relaunched as a free to play game and has been on the decline ever since. The winter league was a mess and ended in a cancellation due to the number of teams dropping out. Carnage Racing, released on Steam in 2013, can no longer be purchased and its online was shut off with no announcement if you read the forums. It looks like Jagex pulled out of publishing Entropy since they are no longer credited and the game has a monthly average of six users.

But something else happened in that time frame, Jagex successfully launched Old School RuneScape. So successfully, in fact, that Old School has surpassed the population of RuneScape 3. It launched as a snapshot of what the game was like back in 2007 with Jagex talking about how they might make a few small changes here and there, and it has grown into a separate title entirely, one that continues to receive substantial content on par and possibly even better than its bigger budget big brother considering the team size.

If I had to comment on Old School, however, I’d say that the original point I made years back still stands: That RuneScape is Jagex’s sacred cow, and that any venture outside of that property is doomed to failure. Old School RuneScape was an experiment that went right, but at the end of the day it is RuneScape. It’s like the model train you pull out of a box in the attic. While you dust it off, give it a fresh coat of paint, and make some additions to it, its core remains the same. The guys and gals working on Old School made the right choice by allowing the community to dictate what updates the game is allowed to receive.

RuneScape Chronicle is in beta right now and we’ll have to see how it does considering that while it is based on the RuneScape lore, it isn’t RuneScape. There is still the MMO that Jagex announced earlier last year that may or may not be Stellar Dawn. Ace of Spades and Block N Load are still online with their small communities.

But who knows where Jagex’s new CEO will take the company. Mark Gerhard apologized a few years ago for treating their non-RuneScape games like “hobby projects.” We’ll have to see what direction the company takes under Rod Cousens, and I’m holding on to faith that the company can break ground into games that are not RuneScape.

In the meantime, check out our interview with Jagex on Deadman Mode from last year.

Firefall Going Under For 26 Hour Maintenance


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Trove isn’t the only game to take an extended vacation this week. Firefall will be launching update 1.6 on January 20th, but in order to do so will be taking down the servers for more than a day to perform maintenance. The servers will go down in the morning on Tuesday and come back online (hopefully) around the same time the following day.

Because of the nature of the changes coming in this update, we need to bring the servers offline for maintenance and migration. On Tuesday, January 19th at 8:00 AM PST we will be bringing all of our production game servers offline to perform this required maintenance. Because of the nature of the work that needs to be performed, we expect to be down for approximately 26 hours.

Update 1.6 introduces the Jetball PvP arena, a new instanced game mode, new missions, new events, changes to battleframes and progression, as well as numerous other tweaks and content additions. You can find all of it at the update preview at the link below.

(Source: Firefall)

Trove To Take Two Days Off, Upgrade Servers


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Who’s to say that MMOs shouldn’t get a nice two day weekend every few years? If you’ve been playing Trove recently, you are likely well acquainted with the ongoing server issues. The issue, naturally, is that the game has grown too large in scope for the current hardware to handle, with player clubs particularly outgrowing in size what the server can reasonably process. As a result, the game is going offline from the 19th to the 21st in order to place in new hardware.

For the last few weeks we’ve been testing our new storage system on the on the Public Test Server. We’re happy to say that it’s gone well, and it’s time to do it live! However, it’s going to take some time – up to 48 hours to complete the full upgrade.

The Trion team hopes that the new hardware will result in less downtime, more stability, and faster reboots should anything go haywire. Anyone who logs in between the 21st and the 24th will receive a number of items as compensation for the downtime.

(Source: Trion Worlds)