Continuing City of Steam's Closed Beta


cityofsteam3

We are into yet another preview of City of Steam, the upcoming browser MMO by Mechanist Games. Since this is the third closed beta weekend I have played, this is around the time where the little things in the game start popping out and really nagging me. Since this is a beta, I’ve agreed under MMO Fallout general rules of engagement that I am not to talk about bugs, even if I did manage to break yet another character and render him unable to progress through the main story quest somewhere around level six. Instead, my critiques will be laid at City of Steam on a conceptual level, not a programming level.

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The first thing I did when booting up this week’s edition of City of Steam was to see if the Warder class (melee) is still frustrating to play, and whether or not the class is still as functionally inept at early levels as I had previously experienced. It is, and for a simple reason: kiting, and this fact of life waits for you to enter the first dungeon before it clubs you over the head with a harsh reality: You are going to die, a lot. This about sums up combat as a warder: Enter room with two mobs, target mob A and start attacking while mob B attacks with range. Mob A continues to move away every other hit, forcing your character into an endless game of catch up as mob A happens to run faster than you do. And don’t think that just because you got mob A all by itself that this will remain a one on one fight, as mob A will inevitably lead you into aggro’ing a larger group.

Enemies will always find a way to screw over a warder, whether they lead you to a spot that gets your character stuck, run away over impassible terrain where you can’t follow them, or attack you from behind barriers that you have to break before you can attack back. My dual-wielding gunner doesn’t have the same problems as my dual-wielding warder. My gunner hits harder, faster, and doesn’t have to worry about Mechanist Game’s godawful pathfinding to be a reliable warrior, and strangely my gunner can also take a much heavier beating from the mobs of equal or higher level while my warder has trouble fighting his own legs without tripping over a pebble and cracking his skull open.

So essentially the warder doesn’t really do what a warder should. While my gunner is off actually killing things and doing so efficiently, my warder is stuck in a game of grab-ass chasing mobs around the map while the others take potshots at him. He has poor DPS, considering dual wielding was made for just that, perforates like paper in a hailstorm, and since he has trouble attacking at all, would be terrible at holding aggro in a group.

I’m sure someone will say “well the warder gets better at later levels,” and I wouldn’t really doubt that. Call me old fashioned, but when I play a game I expect that difficulty will start out at a level so easy I could defeat a foe by blinking at them forcefully enough and get harder as the game progresses, not start out unbearably difficult and slowly make its way to a more tolerable state. The warder gains certain abilities to stun enemies, pull them in, or slow their movement, but these feel like a bandage on what is fundamentally a poor game mechanic.

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Heading back to my gunner, the game becomes more enjoyable and the rest of City of Steam’s problems become just a whisper in the night. I’m not a fan of how the game sounds start becoming quieter as your hit points get closer to zero. It wouldn’t be as bad if the actual volume was going down, but in my experience playing the game replaces the game sounds with an audible low pitched white noise. Then again, I have a sensitivity to low-frequency noise, so it may just be a problem with how the game handles the volume decreasing while the actual level remains the same. Regardless of the noise, the volume going down in the first place seems unnecessary and is kind of obnoxious.

Another little “feature” that grinds my gears is the five second wait while traveling between zones and entering dungeons. I have a feeling this has to do with how the game handles groups, and that the reason there is a timer and a massive pad to stand on is so the game knows who to transport to the right version of an instance. Again, this seems like poor programming, whether it is the fault of the engine itself or on Mechanist Games. It’s not really a problem, per say, but when soloing it can become an annoyance and it seems like a strange mechanic to disconnect from the standard implementation of changing zones (clicking on a door or entering a portal).

Otherwise, I am having a fantastic time in City of Steam, which is an odd statement considering I probably seem like someone who is incredibly shallow or very incompetent at gaming. There is a ton of stuff to do, from crafting weapons and gear to doing quests, running dungeons to gather more materials, and playing with the lottery machine, salvaging items, and more. As I said in the first review, City of Steam doesn’t break a whole lot of new ground, but that doesn’t stop the game from being enjoyable.

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One particular feature I’ve found myself playing through regularly are challenges that offer a reason to continue going into old dungeons. Each dungeon has three challenges which range from killing x creatures, killing specific types of creatures, finding chests or opening boxes. The challenges can be replayed several times over, but the real rewards can only be obtained once every cycle (once per day, I believe). As you progress, you’ll also gain points in the overall area’s challenge score system, which opens up new prizes and rewards. While the game requires 2 or 3 players to join some challenges, opening up the interface will automatically put you into a public group with anyone else who happens to be available. City of Steam delivers my public grouping the same way I enjoy my elevator rides: no eye contact or talking. Touch my stuff and I will shank you.

And once again, City of Steam has proven itself to be incredibly stable. I think there were one or two cases of the servers going down over the weekend, and personally the client crashed twice but that’s because I run 20+ Google Chrome tabs at once and run my computer to death, so those crashes are likely not due to anything wrong with the game. Lag was pretty bad sometimes, but it’s guaranteed when you have so many people crowded as closely as they were. Functionally, however, the game worked fine despite the lag in certain actions and the lag didn’t really cross over into the instances thankfully.

I look forward to City of Steam’s next beta weekend.

Continuing City of Steam’s Closed Beta


cityofsteam3

We are into yet another preview of City of Steam, the upcoming browser MMO by Mechanist Games. Since this is the third closed beta weekend I have played, this is around the time where the little things in the game start popping out and really nagging me. Since this is a beta, I’ve agreed under MMO Fallout general rules of engagement that I am not to talk about bugs, even if I did manage to break yet another character and render him unable to progress through the main story quest somewhere around level six. Instead, my critiques will be laid at City of Steam on a conceptual level, not a programming level.

chrome 2012-12-16 23-02-46-90

The first thing I did when booting up this week’s edition of City of Steam was to see if the Warder class (melee) is still frustrating to play, and whether or not the class is still as functionally inept at early levels as I had previously experienced. It is, and for a simple reason: kiting, and this fact of life waits for you to enter the first dungeon before it clubs you over the head with a harsh reality: You are going to die, a lot. This about sums up combat as a warder: Enter room with two mobs, target mob A and start attacking while mob B attacks with range. Mob A continues to move away every other hit, forcing your character into an endless game of catch up as mob A happens to run faster than you do. And don’t think that just because you got mob A all by itself that this will remain a one on one fight, as mob A will inevitably lead you into aggro’ing a larger group.

Enemies will always find a way to screw over a warder, whether they lead you to a spot that gets your character stuck, run away over impassible terrain where you can’t follow them, or attack you from behind barriers that you have to break before you can attack back. My dual-wielding gunner doesn’t have the same problems as my dual-wielding warder. My gunner hits harder, faster, and doesn’t have to worry about Mechanist Game’s godawful pathfinding to be a reliable warrior, and strangely my gunner can also take a much heavier beating from the mobs of equal or higher level while my warder has trouble fighting his own legs without tripping over a pebble and cracking his skull open.

So essentially the warder doesn’t really do what a warder should. While my gunner is off actually killing things and doing so efficiently, my warder is stuck in a game of grab-ass chasing mobs around the map while the others take potshots at him. He has poor DPS, considering dual wielding was made for just that, perforates like paper in a hailstorm, and since he has trouble attacking at all, would be terrible at holding aggro in a group.

I’m sure someone will say “well the warder gets better at later levels,” and I wouldn’t really doubt that. Call me old fashioned, but when I play a game I expect that difficulty will start out at a level so easy I could defeat a foe by blinking at them forcefully enough and get harder as the game progresses, not start out unbearably difficult and slowly make its way to a more tolerable state. The warder gains certain abilities to stun enemies, pull them in, or slow their movement, but these feel like a bandage on what is fundamentally a poor game mechanic.

chrome 2012-12-16 23-45-44-89

Heading back to my gunner, the game becomes more enjoyable and the rest of City of Steam’s problems become just a whisper in the night. I’m not a fan of how the game sounds start becoming quieter as your hit points get closer to zero. It wouldn’t be as bad if the actual volume was going down, but in my experience playing the game replaces the game sounds with an audible low pitched white noise. Then again, I have a sensitivity to low-frequency noise, so it may just be a problem with how the game handles the volume decreasing while the actual level remains the same. Regardless of the noise, the volume going down in the first place seems unnecessary and is kind of obnoxious.

Another little “feature” that grinds my gears is the five second wait while traveling between zones and entering dungeons. I have a feeling this has to do with how the game handles groups, and that the reason there is a timer and a massive pad to stand on is so the game knows who to transport to the right version of an instance. Again, this seems like poor programming, whether it is the fault of the engine itself or on Mechanist Games. It’s not really a problem, per say, but when soloing it can become an annoyance and it seems like a strange mechanic to disconnect from the standard implementation of changing zones (clicking on a door or entering a portal).

Otherwise, I am having a fantastic time in City of Steam, which is an odd statement considering I probably seem like someone who is incredibly shallow or very incompetent at gaming. There is a ton of stuff to do, from crafting weapons and gear to doing quests, running dungeons to gather more materials, and playing with the lottery machine, salvaging items, and more. As I said in the first review, City of Steam doesn’t break a whole lot of new ground, but that doesn’t stop the game from being enjoyable.

chrome 2012-12-16 23-02-46-90

One particular feature I’ve found myself playing through regularly are challenges that offer a reason to continue going into old dungeons. Each dungeon has three challenges which range from killing x creatures, killing specific types of creatures, finding chests or opening boxes. The challenges can be replayed several times over, but the real rewards can only be obtained once every cycle (once per day, I believe). As you progress, you’ll also gain points in the overall area’s challenge score system, which opens up new prizes and rewards. While the game requires 2 or 3 players to join some challenges, opening up the interface will automatically put you into a public group with anyone else who happens to be available. City of Steam delivers my public grouping the same way I enjoy my elevator rides: no eye contact or talking. Touch my stuff and I will shank you.

And once again, City of Steam has proven itself to be incredibly stable. I think there were one or two cases of the servers going down over the weekend, and personally the client crashed twice but that’s because I run 20+ Google Chrome tabs at once and run my computer to death, so those crashes are likely not due to anything wrong with the game. Lag was pretty bad sometimes, but it’s guaranteed when you have so many people crowded as closely as they were. Functionally, however, the game worked fine despite the lag in certain actions and the lag didn’t really cross over into the instances thankfully.

I look forward to City of Steam’s next beta weekend.

Jagex Still Yet To File Yearly Financial Statements


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Jagex is behind on their financial statements: Over two months. The UK based developer was required to submit its annual filing on September 30th, according to Companies House, something that they have yet to do heading into late December. Stellar Dawn Central, a fan website for Jagex’s recently indefinitely delayed MMO Stellar Dawn, posted a response from Companies House on what could result if Jagex does not file their annual income within a reasonable date:

“If a company files its accounts late they may be subject to a late filing penalty. However if a company fails to file an annual return (AR01), depending on the communication received from the company (or lack of it) the company can be removed by the Registrar (loses its limited liability status) or the directors could be prosecuted. This is a general response and each situation (company) is dealt with separately.”

This shouldn’t be taken as some sort of ulterior motive on Jagex’s part. Commonly the reason why annual filings would be delayed is due to an issue with the company and their third party accounting firms.

2012 In MMOs: In Memorium


Keeping Up With Kickstarter


sidequest

After several months of rehab from Kickstarter, I think it’s safe to talk about some of the MMOs that are seeking funding without opening my wallet and throwing heaps of cash into them. It’s been a pretty interesting past few months for Kickstarter in all respects, including that of the MMO world. If you haven’t been paying attention, Greed Monger made good on its funding goal of $30 thousand, at over $90 thousand raised altogether. Greed Monger is an interestingly named title that focuses on crafting, economics, and politics. Inspired by Ultima Online, Greed Monger brings back some much underused MMO features including non-instanced player housing. The game will be free to play and supported by the purchasing of houses. Players buy parcels of land on which they can build whatever they want. The kickstarter is long over, but you can still check out the features at its funding page.

I’m joking. I’m not even one paragraph into this and I’ve already dropped $50.

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Emperor’s Forge has a pretty interesting concept: Players divide into cities of up to 50 players, all competing for the Viceroy title to lead the city. Cities can form together and then form a country. The goal of all of this is to name someone King or Queen of the kingdom (or queendom?). Once a player is named king, he can actually be killed by players of warring factions, who will instate their own leader as the new king/queen. Players level up by gaining nobility ranks, and the higher a player’s nobility the more features they have access to. Emperor’s Forge will allow players to own houses, set up shops and hire NPCs to staff them, as well as soldiers, and more.

The Emperor’s Forge Kickstarter has until February 4th to hit $80,000. The game will be free to play and available on PC, Mac, Linux, iOS, and Android devices.

(Kickstarter Page)

Xsyon-logo

Unless Xsyon gets some last minute funding, it looks like the Kickstarter is going to fall short of its goal. Xsyon’s Kickstarter ends on January 1st, and so far has only accumulated $6 thousand of the $250 thousand goal. Xsyon is live, and you can check out the game for yourself on the free to play server. Xsyon is a sandbox MMO where everything is player-crafted, from the equipment to the buildings. Set up in tribes and build yourself a compound, go out and kill wild animals (or players) for their precious goods and use them to craft even more equipment with which to kill more animals and players. Set up trade routes, level your skills, and help the new world rise from the ashes of nuclear apocalypse.

(Kickstarter Page)

Pathfinder-Online-1

Haven’t we seen Pathfinder here before? The answer is yes, we have. The previous Pathfinder Kickstarter project was for a tech demo of the full product. The latest Kickstarter, asking for $1 million dollars, has accumulated over $400,000 with 26 days to go as of this writing. Pathfinder is an upcoming MMO based on the Pathfinder pen and paper RPG. It will be a sandbox game with a focus on player interaction, be it in the form of politics, diplomacy, economics, warfare, and exploration. Otherwise, the Kickstarter page offers much more detail on what reward tiers are available than what the game will actually encompass.

(Kickstarter Page)

The War Z No Longer Available On Steam Following Controversy


WarZ

If you haven’t been following recent events, boy are you left in the dark. The War Z recently came out of beta and, even better, launched on Steam for the price of about $15. What might have been a joyous occasion for the developer quickly turned into defending itself from claims of misleading advertising and fraud, as players pointed out that several key features advertised on the game’s Steam page did not actually exist in the game. Some of the features (player cap per server, map size and quantity) were greatly exaggerated while other features (skill system, rental servers, etc) were not even in the game at all. To add insult to injury, Sergey Titov went on Gamespy to blame the players for assuming that the features listed on the Steam description were already implemented.

“I’m sure there’ll be people who will look into small details and will say ‘no I was mislead’ where in fact they imagined something to themselves without checking details first.”

The War Z caused even more outrage when a launch-day patch altered the way in which players respawn. Previously if your character died you had to wait an hour before they could respawn, a hardcore feature that the developers encouraged making use of all five player slots to bypass. As of December 19th, however, the respawn time was greatly increased to four hours, with a twist: You can respawn instantly, as long as you pay up. Each instant respawn costs forty cents, and you’ll need to pony up a minimum of $5 per purchase of microtransaction points.

As a result of the outcry, Valve has removed The War Z from Steam temporarily until the issue can be fixed. For people who purchased the game through Steam, Valve is offering refunds through their support system.

From time to time a mistake can be made and one was made by prematurely issuing a copy of War Z for sale via Steam. We apologize for this and have temporary removed the sale offering of the title until we have time to work with the developer and have confidence in a new build. Those who purchase the game and wish to continue playing it via Steam may do so. Those who purchased the title via Steam and are unhappy with what they received may seek a refund by creating a ticket at our support site here.

Hammerpoint has said in the past that they do hand out refunds to those who ask for them.

(Source: Rock Paper Shotgun)

Come Back To DC Universe Until January 16th


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Sony Online Entertainment has an early Christmas/Holiday present for you, well as long as you are an ex-subscriber. Over the past year, DC Universe Online has added in three DLC packs, 14 game updates, with another DLC pack (Home Turf, containing player housing) on the way. So to celebrate the holidays, Sony is offering a free month of Legendary membership to anyone who has had an active subscription between January 11, 2011 and December 10, 2012.

The offer does not extend to current subscribers.

(Source: DC Universe)

Pirates of the Burning Sea Leaving Sony Online Entertainment


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File this one under “didn’t see that coming.” Pirates of the Burning Sea will soon be leaving Sony Online Entertainment’s list of MMOs, and thankfully not because it is shutting down. After much review and consideration on at least one of the two party’s behalf, the two developers have agreed to part ways, and Pirates of the Burning Sea will migrate to a new host. Starting January 31st, PotBS will be hosted through Portalus Games, a new studio made up of ex-Flying Lab employes.

You will be able to transfer your character at the Portalus website, and you’ll need to do so before January 31st. None of your SOE account data will be transferred. You won’t, however, be able to access Pirates of the Burning Sea membership with your Station All Access Pass, however.

(Source: Portalus)

The Old Republic First Expansion: Rise of the Hutt Cartel


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Players are able to take on the first fifty levels of The Old Republic’s story line completely free, but what happens when that is all of the story line? The answer: Expansions. The Old Republic’s first expansion, Rise of the Hutt Cartel, is coming in Spring 2013 and brings with it several changes to the Old Republic game we all know and some of us might even love. The maximum level has been expanded by five to 55, and players are sent to the planet of Makeb, where they must put an end to the plot of the Hutt Cartel to become the new galactic superpower.

Free players will have to shell out $20 for the expansion, although subscribers can get it at 50% off for a mere $9.99. Preordering the expansion as a free player does upgrade an account to “preferred” status, and if either group orders the game before January 7th, they will have five days of early access to the new content. Otherwise, not a whole lot of information revealed at this stage. We can assume that the new planet will bring higher tier gear, raids, dungeons, and more space missions, and possibly more crafting options.

(Source: The Old Republic)

ROBLOX Now On iOS


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Roblox is already the number one entertainment site for kids, with over 9.8 million creations and over one billion page views and 29 million hours of game played every month. So how does Roblox become more popular? It’s simple, stupid. Release on the iOS!

Roblox is now available for the iOS. The app brings with it access to a smaller version of Roblox, including access to in-app purchases, character customization, manage their social network, and interact with their games. While builder’s club members will have access to all ROBLOX games on the iOS devices, while non-builders will only have access to a rotating selection of games that are known to be compatible with the device. You’ll need a newer iOS device to play, however. The list of supported devices includes the iPad 2 or newer, iPhone 4 or newer, and iPod Touch 5 or newer. All other iOS devices can access non-game features.