APB Details Upcoming Spawn System Changes


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Ever since Reloaded Productions took over All Points Bulletin and relaunched it as APB: Reloaded, the team has been hard at work addressing reverences from the community, whether related to driving, threat systems, lag, and now the spawn system apparently. In a recent blog posting, the APB team discusses the current manner in which players respawn after death, and the troubles associated with the current formula. As the blog lays out, the current system often leaves the player far out of the way, the same spawn point, or right on top of your enemy.

In an upcoming update, players will be able to enjoy Elective Spawning, effectively the same system but instead of automatically spawning at the “best” point generated by the system, players will have a number of spawn points available to choose from. You will also be able to view where other dead teammates have opted to respawn, in order to better coordinate during public matches. Players will also be able to modify vehicles to allow their teamates to spawn inside of them, given certain conditions are met.

You can read all of it at the blog post below:

(Source: APB Reloaded Blog)

Guild Wars Is In Maintenance Mode


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I think most of us got the hint that this was coming around the time that NCSoft stopped listing Guild Wars on their quarterly financial releases. With the rousing success of Guild Wars 2 and the ever advancing age of Guild Wars, Arenanet has posted today to reveal that their ongoing updates to Guild Wars have had a secondary purpose: To teach the game to run itself. With Arenanet’s views moving elsewhere, Guild Wars is being updated to run on automation, or maintenance mode as many of you know it. The game will no longer be updated, except to better service the automation.

So what does this mean for players? Foremost, handing out trims at tournaments and the map rotation of the tournaments themselves will be completely automated. Weekend events will be extended to full week events and run on automated rotations as well. Basically everything that used to require the hand of Arenanet to start will be fully automated. The goal is to get Guild Wars to a point where it can operate mostly by itself, allowing the game to run in maintenance mode for “years to come.”

(Source: Guild Wars)

 

Reports Of Trion Layoffs Grossly Exaggerated


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Rumors of Trion’s demise have been greatly exaggerated. IGN found this out the hard way when their reports that Trion had laid off 80% of its work force, escorting staff from the premises as well as denying severance to several senior leaders due to undelivered services, turned out to be a complete farce.

The actual number of laid off employees has not been revealed, although Trion has confirmed during a stream that the Rift team was not affected. The Defiance team, on the other hand, has undergone a round of layoffs of the type expected by a recently launched game. Trion’s in-development games were reportedly not affected either.

(Source: IGN)

ArcheAge Has Cars


Are the cars in ArcheAge steam powered? They look steam powered. It’s easy to forget sometimes that ArcheAge is partially steampunk-inspired, and that the game will have features associated with said genre including cars, steamboats, airships, and more. ArcheAge has already released in Korea and is set for release in other territories including the United States and Europe and other territories by Trion Worlds, developers of Rift and Defiance.

Aventurine Lays Out Roadmap For Darkfall


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Darkfall Unholy Wars has launched and is under way for ongoing development. Due to popular demand, and a commitment by Aventurine to stay in touch with their community, the developer has laid out a roadmap for the weeks to come, detailing weekly planned updates in May and June. The updates add new monsters, tweaks to game systems, new content, and more.

These are just some of the things we have planned that we’re reasonably sure will be added to the game according to the schedule. There is also a “Community Issues” component in our content updates and patches that will be addressing player concerns, issues and working on player suggestions on a regular basis.

You can check out the roadmap at the link below.

(Source: Darkfall Forums)

Akaneiro Coming To Steam


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We love Akaneiro here at MMO Fallout, and not just because the developer behind it is Spicy Horse Games, also known as that developer in Shanghai where American McGee works and creates his American McGee games. If you don’t know what Akaneiro: Demon Hunters is, it is a free to play hack and slash along the genre of Diablo and Torchlight and similar titles. Akaneiro is an adaptation of Little Red Riding Hood in feudal Japan. The game is currently available on browsers, with the goal of also releasing on tablets and Linux later on.

In an email to subscribers, Spicy Horse revealed that the game will be coming to Steam, making use of the early access program.

Keep your eyes peeled over the next few weeks as Akaneiro makes its way to Steam’s Early Access Program. If you want to get in on the action early and make Akaneiro the best it can be then this will be the time to do it. A newsletter will announce the day we go live.

No word on exactly when the game will hit Steam, however why not play it at the Akaneiro website while you’re there?

(Source: Akaneiro)

Allods Online Path To Victory Allows User Created Dungeons


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Gala Networks has announced that the upcoming update to Allods Online, titled Path to Victory, will bring with it the ability for users to generate their own dungeons and game content for everyone to enjoy. Coming June 5th, Path to Victory adds towers to private islands which generate gold income and consumables for powerful spells. The owners of the Allods can store the resources within dungeons protected by monsters and guards, to hide them from other players who can in turn plunder said dungeons in order to steal those resources.

The update brings a number of other features with it, including the new tradeskill for weapon smithing. Look for Path to Victory to pop out on June 5th.

(Source: Gala Networks Press Release)

Dino Storm Hit With DDoS Attacks


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Here at MMO Fallout, we have no patience for hackers or script kiddies, especially considering their motivations are more often than not for either craps and giggles or for malicious reasons (identity theft). The folks behind Dino Storm have spent the better part of the last twenty four hours fighting off a distributed denial of service attack coming from an unknown source and aimed at bringing the game servers to their knees. While the attack has been ongoing, defenses have been beefed up and players are slowly getting back into the game.

Update on the game’s status: First, thank you again for your patience. The motives for the denial-of-service attackers remain unclear, but we’ve made great progress (Yeah!) in our defense against them and the vast majority of you WILL BE ABLE TO PLAY NOW. We would like to point out again that no user data was compromised during the attacks.

We hope the best for the Dino Storm team on pushing back against these attacks.

(Source: Dino Storm Facebook)

City of Steam: The Good, The Bad, And The Steamy


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I’ve previewed City of Steam several times in the past, and I am very happy to see that the game is in a state of “soft launch,” ie: technically still in beta but the characters aren’t going to get wiped. In the past previews, I have pointed out that City of Steam isn’t breaking much ground in terms of gameplay: You talk to NPCs, take quests, go into dungeons, and kill stuff while looting stuff. The stuff you loot is equipped if it is better than your current stuff, or you can sell it to an NPC in return for medicine to heal you while you hunt for more stuff. What it does do is package a game that is familiar to all and deliver it without a client download.

So City of Steam isn’t so much a revolution of the genre as it is a slight evolution. Still, that doesn’t stop it from being a very fun game to play, so let’s go through the good, the bad, and the steamy.

1. The Good

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City of Steam is the game that the folks at Unity should be utilizing to showcase the capabilities of their platform. The game runs entirely through the browser and manages to pull off amazing graphics without the need to sacrifice client stability or pull heavily from system resources. The engine powering City of Steam manages to render large numbers of objects, NPCs, and other players on screen with little to no performance drag or lag on the system.

At its core, City of Steam is closer to an ARPG than a traditional MMO, and that means you’ll be repeating content quite a bit in the search for more loot. Each hub area you come across has a number of dungeons, each of which carries the standard level which is used for many of your traditional quests and daily offerings. Each dungeon also carries two additional challenge versions that can be completed for extra rewards and involve tasks like killing a certain number of a certain monster, destroying objects, or opening chests. Quests are what you would expect from an mmo: killing things, collecting things, and talking to NPCs.

Although City of Steam throws you a lot of items that have no purpose other than stating in their description “sell me to a vendor,” the game makes excellent use of worthless equipment. Any weapons or armor you find can be salvaged into scrap metal, which can be used to upgrade your equipped items, leading me into my second favorite thing about City of Steam: Meaningful upgrades. My pistol, for instance, was able to be upgraded three times, bringing its damage rating from 9-14 all the way up to 24-37. Unlike many other games, City of Steam gives you a reason to keep your items for a good long time, essentially using the garbage you find along the way to add to the life span of the stuff you have equipped. It seems like a small part of the game from the outside, but the idea of your gear sticking with you longer than any other game would have it forms a deeper relationship between the player and their avatar.

City of Steam’s combat is solid, responsive, and attacks pack a real satisfying punch. The abilities you gain are useful, diverse, and rarely do you come across an ability that is functionally useless in one fashion or another. One of the hit or miss systems that appears in games like City of Steam is the factor of how much your character feels like a badass bringer-of-death on the battlefield, and City of Steam delivers ass kicking like it’s on the clearance rack at 75% off. Abilities are balanced pretty well, ensuring that you get to use your more powerful attacks without being too slow to recover.

2. The Bad

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City of Steam violates the Rule of Privileged NPCs, a rule I made up that stems from when game engines were too basic to support things like line of sight or barriers, so oftentimes the developers wouldn’t properly code NPCs to not be able to do things like see through walls or shoot through them. The mobs in City of Steam break both of these barriers. I have had times where an NPC is standing right next to me and attacking me with melee, yet my gunner was unable to attack back until I re-positioned her. Other times I have seen NPCs shooting through closed doors. It is obnoxious, and also a pain when you’re running down a corridor and npcs in nearby hallways are activated because their aggro is based on proximity without regard to line of sight.

This leads me to my second and last major engine complaint, about the game’s geography and pathfinding which I have complained about before. This doesn’t happen a lot, but there is an existing problem with your character either getting stuck on the geometry when using click-to-move, or having problems initiating attacks if your enemies are either near or on the other side of doorways, narrow passages, or corners. I haven’t died from it yet, but it does make some parts of the game frustrating when your avatar simply refuses to attack or falls into this bug where the character is “attacking,” yet not doing any damage.

As a fan of the closed beta period, I’m not all that happy that the game was thrown down the simplification tree and managed to hit every branch along the way. Challenge dungeons have had their timers removed, along with the race-against-the-clock feel that made the more difficult dungeons so enjoyably frustrating. The leveling system has also seen a severe oversimplification, with talent upgrades consisting of choices like putting 200 points into steam, health, or dividing equally between the two. The ability system is equally simplified into one of three choices at level intervals.

What is worse is that, like an apartment built over an ancient Indian burial ground, there are still spirits roaming around to haunt and confuse new players. Dungeon challenges still feature challenge “ranks” even though they are just about meaningless and in many cases are impossible to achieve anything other than the highest rank (boss challenges have the same objective for all three ranks). You still gain ability points, even though once you choose an ability for the corresponding rank set, you don’t have any choice but to put it into that skill.

The cash shop is also going to be a pin in many player’s sides. The “cosmetic” aspect of the equipment sold in the shop is a flat out lie. The cosmetic equipment from the shop increases experience gain, shilling gain, and also increases your base damage to the tune of $17-25 depending on what you purchase. In order to revive yourself on the spot, you need to pay electrum (cash shop currency), there are unused weapon slots on the cash shop, and the game regularly harasses you to increase your inventory size via electrum.

3. The Conclusion

Like a can of soda left out in the sun, City of Steam tastes like it has flattened since we last saw it. There is little doubt that the leveling system has been drastically reduced in complexity, and that the game has been reshaped primarily around the expanded and rather expensive cash shop. And it’s obvious where these sudden changes are coming from: R2Games, a publisher well known for its pay to win systems. Now, Mechanist Games continues to claim (as they have told us) that they have final say on anything that goes into the game, kind of like how a man with a gun pointed up to his head will tell the neighbor who knocked on his front door “no, I’m perfectly fine and home alone, no need to call the police.”

How do I know R2 is calling the shots? Simply, that is is the case in virtually every publisher relationship, it just comes with the business. Otherwise, you could look into the City of Steam FAQ and see that not only is it filled with spelling errors and Engrish, the section was so lazily written that half of the questions have absolutely nothing to do with City of Steam.

I recognize that City of Steam is in open beta, which is why I have not made a single comment about bugs (apart from issues I see being engine-related and therefore unlikely to be 100% fixed) and the fact that there are races and . Those of you who have read MMO Fallout in the past know that I love City of Steam, it is one of my favorite games to come out in 2013, and I liked it enough that I partnered with Mechanist Games to hand out keys during the closed beta. I am still having a lot of fun with the current incarnation of City of Steam, even though I question some of the decisions that Mechanist Games made, City of Steam remains a solid game with a solid foundation and it is something I can see myself playing for a long time.

Those of you who read MMO Fallout know that I refuse to traffic in “prospects.” Every game has the promise of eventually being something better, and I refuse to advocate for a game based on the perceived quality that it may speculatively reach some day. What I will say is that this is a testament to how awesome City of Steam was in the closed beta, that I can sit here and , and then turn around and say that regardless of some of the elements that were changed for the worse, City of Steam is still looking toward launch as an awesome game.

Rift Is Heading Free To Play On June 12th


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It must be Christmas. Rift, the MMO that served as one of the few remaining bastions of an age of subscription-only MMOs, has announced that it will be making the transition this June. June 12th to be exact. What can players expect to get for free? As far as core content goes, everything:

All of our content is available completely for free: every quest, every chronicle, every dungeon, every continent, every level, and every raid. You can level to 60 without spending a dime. You can earn the best gear in the game without giving us a credit card. No tricks; no traps.

The Rift cash shop will sell boosts, mounts, costumes, treasure boxes, etc. Trion has revealed that gear will be available for sale with the best gear only available in-game as drops. Massively.com has an excellent interview with Bill Fisher at the link below.

(Source: Massively Interview)