NCsoft has big goals behind the 1.9 update to Aion. In fact, as this video shows, they are willing to bet that leveling has become so much faster, that players won’t have any reason to buy powerleveling services, leaving Louie from Louie’s Power Leveling For Losers…oddly out of business. But hey, even Louie is finding Aion so much fun, he’s going legit! So go help Louie with his raiding, and if you don’t, he’ll break your legs.
Aventurine is notably one of the few MMOs to ever attempt to justify a lack of trial program, citing that the game was “not ready for it.” Back in February, Aventurine decided no time was better than the present, and with Darkfall reaching nearly one year in age, opened up a trial for the cost of $1/€1. Due to the reaction to the one dollar/euro trial, Aventurine has decided that it is time for a free fourteen day trial, twice the length of the original trial, for none of the cost!
So what’s been going on in Darkfall lately? Well, if you haven’t been paying attention to the bi-monthly Darkfall articles, the game has become quite a bit fairer. Couple that with a few mass bans, and the upcoming Darkfall 2010 patch, and you have plenty of improvement to a one year old MMO. With new player protection, health balancing. Depending on who you ask, Darkfall has gone down in population recently, so with any luck this new trial program will bring fresh meat…new players into the game for the veterans to kill…care for and introduce into the game.
Accounts from Asia are being throttled with priority to American and European players on American and European servers respectively.
Diablo-style God-of-War reminiscent upcoming MMO Mytheon is among the ongoing list (read: all of them) of MMOs with troubled developments. Citing poor efficiency and unreasonable demands for time and funds, publisher True games launched a lawsuit against the developer, Petrolyph. I commented (not here) at the time that the reasons cited in the lawsuit make it sound like True Games’ lawyers are the same people who troll MMO forums about how they cancelled their preorder because they didn’t anticipate that an MMO from an indie developer is likely to be delayed for months on end, but rather the game itself is an artful scam, by a fraudulent company. Petroglyph stated, in their defense, that True Games was expecting essentially a AAA title.
I’ve never been good at subtle titles, so you’re already aware of how this story ends. Unlike the other lawsuits I cover, this suit does have a happy ending: Although neither side is admitting fault or wrongdoing, they have settled their differences and Mytheon is back on track for a June 13th launch.
Congratulations and, once again, best of luck to Mytheon in becoming…well, a launched game.
It felt like years ago that I originally wrote about an upcoming Star Wars: Clone Wars MMO, namely because it was way back in September 2009. Earlier this year in Feburary, I posted the above image that quite a number of people received on their Station Pass adverts, and was blasted on a few forums linking to the article that I was forwarding rumors, falsifying photos, etc.
Well, today Sony officially confirmed Clone Wars Adventures for this fall, a casual (yep) Clone Wars (yep) MMO similar in style to Free Realms (of course), chock full of mini-games (mmhmm), pets (yes), and more. The trailer is below:
This of course brings me back to questions I asked last September. By the end of next year, barring an unpleasant event occurring in the next twelve months, there be three Star Wars MMOs on the market. Can each coexist? Does Sony really need two Star Wars MMOs? I don’t know, but I do know that you’ll be able to catch me in my house on Tatooine this fall. Oh and make sure you take your shoes off when you come in, this is supposed to be a kid-friendly MMO.
Back in pre-MMO Fallout 2008, I pondered whether or not Square Enix hired sadists to create the biggest bosses for Final Fantasy XI, and if I remember correctly my verdict was yes. Of course, the barrel of that day’s gun was pointed at Beyond The Limitation, a Final Fantasy guild that gave a detailed description of their fight against the boss Pandemonium Warden, before they finally gave up and trudged out some 20+ transformations and 18 hours later. Oddly enough, the group left the fight so that their, presumably 20+ hour, victory would not have been picked up by the press and used against gamers. Rather, their defeat was picked up by the press and used against Square Enix, especially the following quote:
“People were passing out and getting physically ill. We decided to end it before we risked turning into a horrible new story about how video games ruin people’s lives.”
So Square Enix later altered the boss battle, and several others, to be shorter, but the story still stands almost two years later as one of the remaining reasons why MMOs have some of their less desirable reputations, mind numbing tediousness.
But speaking of mind numbing segues, Runescape launched a pretty substantial update to the mini-game Castle Wars, a capture-the-flag style game where players representing one of two deities fight to take the other team’s flag. Each Castle Wars game lasts 20 minutes, and on more populated worlds regularly runs down to who can zerg rush with the most area of effect spells.
The armor Castle Wars provided was something of a status symbol, as despite not being particularly powerful, the armor took a lot of dedication to the game to obtain. For winning a game of Castle Wars, you gain two tickets. A tie results in one ticket, and a loss results in no tickets. At twenty minutes per round, even the most basic set requires almost five hours of game time, assuming you win every match.
The rewards become increasingly ridiculous as you move up to the tier 4 armor, as shown in the chart below:
Quite a leap.
Rank 4 armor, Profound, requires a minimum of 1,975 games (this is assuming you win every game), which will take 658 hours to complete. This amounts to over 27 days of pure Castle Wars, 24 hours a day, assuming you win every game you ever play. To put it bluntly:
For each win, the statistic remains the same.
For each tie, add 20 minutes.
For each loss, add 40 minutes.
Every time your win:loss ratio goes down 10%, you waste over 70 hours of pure game time. So a player with a 75% rating will lose over seven and a half days of pure game time. That is an extra 182 hours of time spent making no progress. To top it off, my figures don’t include the wait time in between rounds. Factor that in, and you end up with almost 150% of the previous estimation.
The Castle Wars professional cape, which costs 2 tickets, is only available after playing five thousand games of Castle Wars. Accomplishing this would take almost 87 days, factoring in waiting time, playing 24 hours a day. I don’t dictate to players how they should spend there time, but there is a fair line between grind and ridiculous that both the Profound armor and the Professional cape crosses. Players who obtain this cape will surely be greeted as they wear it in the streets, but I have a feeling it won’t be with the “respect” they might anticipate.
Back in my day, our games didn’t have save features. Sure, there were a select few that had the ability to save, but otherwise if you wanted to finish the game, you were going to sit down and play through, or leave your console on and risk overheating. Once save functions became more prevalent and useful (no more 20+ string codes to input), a new generation of gaming was born: The no-save play through. These were players who refused to give up on a time honored tradition of playing through a game without ever saving, ever. If you died, it was game over for good. As time progressed, some games bought into this tradition, and created incentives for players to not save as often, if at all. The Resident Evil series is well known for, in the end-game score, factoring in how many times the player saved, as well as supplying a fairly limited number of ink ribbons (required to save at a typewriter).
As far as MMOs go, death is rarely much more than a nuisance. In fact, if you saw my NIDA Online videos, you’ll see my strategy of saving on health potions by resurrecting on the spot (resurrecting at that location cost so little in gold and experience that it was barely a scratch). At earlier levels, death hits you hard, but as you level up or join a populated guild, death just becomes a minor setback. In many games, you spend a few gold to fix your armor, and you’re back in the action. In MMOs such as Darkfall, you get your guild’s crafter to make you a new set of bone armor, and you’re back in the action. Or you just pull the extra pair of armor and regents out of your bank and head back to do some ganking.
Few MMOs have attempted permadeath, and the community’s cold reception to those that did is an excellent reason why many newer generation titles don’t even bother. Although Everquest had a permadeath server back in 2003, it didn’t last long (it was a promotional server). Star Wars Galaxies originally had permanent death for Jedi, which was scrapped considering the awesome amount of time that was invested into creating a Jedi. Titles like Eve Online and Face of Mankind are two successful titles that have managed a form of permanent death, but at a price: Experiencing permanent death in these titles is extraordinarily hard, as clones are abundant and easy to come by. In these titles, it is easier to delete your character than to die permanently.
As far as current MMOs go, virtually none of our current titles would support permanent death. With how much grind goes into games like World of Warcraft, Allods Online, Warhammer, etc, only the most hardcore of players would be willing to accept a permanent death system, even if it means forgoing any extra incentives (extra rewards or otherwise). Grinding hundreds of mobs for hours on end, just to have your efforts gone to waste because some guy and his clan decided to troll through town and murder everyone. Even more, players on PvP servers would regularly find themselves targets of griefers, high level players who would roll through and kill everyone. I mentioned in an old article about unrestricted PvP, and how there is no reason a level 80 should encounter a level 15 of the opposite faction, let alone fight them (and kill them with a flick of the wrist), and adding in permanent death would merely make the issue worse.
So it is safe to say that the “traditional” incarnation of permanent death is gone: losing your character because your died. That being said, although the feature is not coming back in any commercial MMO, we can see traits of it in other MMOs. Sandbox MMOs are more regularly adopting stat-loss, where your player loses a percentage of their stats across the board when they die. Stat loss is generally used for players marked as player killers, as a method of balancing risk vs reward, and has been well received in sandbox titles including Ultima Online, Mortal Online, and Darkfall.
In Dungeons and Dragons Online, players created a permanent death guild, where upon creating your character you join the guild, and then must leave if you ever die. Players claim it forces a lot more depth and strategy to the game, and although some players opt to delete their characters upon death, others simply treat them as an alternative character, an inviting opportunity to less hardcore players who still want to somewhat experience permanent death.
I’ve talked about this before, but there will likely never be truly meaningful death in an MMO, due to the natural fact that you will die during your game time. Although Eve Online and Face of Mankind include a form of permanent death, the system boils down to an alternate currency that must be paid upon death. Rather than simply paying your cash currency to remove death sickness (Aion) or to repair your items, you pay an alternate currency, purchased with regular currency, that you use to buy more lives. With the way both games have implemented it, it’s almost like taking Super Mario Brothers, but greatly reducing the 100 coin requirement for a 1-up. Aside from losing your items, death becomes still just a small hindrance.
Traditional permanent death will never be more than the kind of niche that Chronicles of Spellborn players look at and say “that is one tiny community.” With traditional permanent death, you set the risk v reward scale so far to one side that no one will want to risk anything, heaven forbid a lag spike come their way at a bad time, the server has a brain fart, or some magical bug causes them to die instantly (I’m looking at you, Runescape). MMOs may have free reign to do what they wish with the death system, but for all intent, the system will be small variations on a handful of features.
Instead of working on new ways for punishing players for dying, why not work on new ways to reward them for living? Lord of the Rings Online went as far as including achievements for getting to certain levels and never dying, with Champions Online including a star-like system where players gain stars (up to five) based on how many enemies they kill, that buffs the player. A little positive reinforcement can go a long way in pushing a player through a particularly long grind session, and in the developer’s benefit, give them the enthusiasm to keep that subscription going to next month, or buying that cash shop item they were on the fence about.
I know that the hardcore community is going to hate me for my belief that there is no median to the debate on death, and that the focus should instead be put on incentives for living, but I’m not the “carebear” some would think. I play a wide spectrum of MMOs, from Runescape to Dungeons and Dragons Online to Mortal Online and Xsyon. There is very little like strafing in a bank so that you aren’t pickpocketed.
I am certain I will revisit the topic if permanent death in the future. Until then, I remain unconvinced that a system will ever work.
Once again Rooster Teeth has teamed up with NCsoft to inform those of you who may be considering buying accounts/powerleveling, and entertain those of us smart enough not to. Today’s lesson? Don’t buy your characters, otherwise you’ll end up as dumb as Caboose. Oh and you’ll be naked and alone.
This is Dhuum, he doesn’t like cheaters, hackers, botters, and exploiters. If you cheat, hack, bot, or exploit bugs, Dhuum will find you, and Dhuum will murder you in cold blood. As the God of death, when Dhuum takes your soul, there is no coming back, you are banished from the world of Guild Wars forever.
ArenaNet has announced that they have banned over 3,700 accounts, not to mention disbanding over a dozen guilds, with more on the way. Not only are players being banned, but they are being smitten in-game by the God of Death. See the video.
This isn’t the first NCsoft title to have flashy public executions of botters. Aion is well known to have GM’s personally firebomb chat spammers out of existence.
Readers of MMO Fallout know that, despite my strange methods of secrecy, I generally leave out various points for one reason or another. So in response to reader Dex’s question, also sent in by a few others:
“Why do you refer to there being two Final Fantasy MMOs at the end of 2010? Technically there are three: Final Fantasy XI/XIV, and Fantasy Earth Zero.”
Why that is an excellent question. Fantasy Earth Zero is a title you may have just heard of recently as that Korean F2P MMO with Square Enix’s name on it that I’ve seen ads for on MMORPG.com. When Fantasy Earth Zero launched in Japan-only in 2008, it tanked. In fact, to say that the game tanked would be a disservice to the short months that the game was active before Square Enix shut it down.
Like any good resurrection story, this of course continues with Gamepot picking up the publishing rights and relaunching under a free to play, cash shop model. Accumulating over nine million players, Gamepot shuffled the title over to the West, where it launched just over a week ago. Fantasy Earth Zero is an action-based title, with large Kingdom Vs Kingdom (50v50) battles being the main draw of the game.
So I’ll be keeping an eye on you, Fantasy Earth Zero. Being free definitely gives you an edge over your fellow Final Fantasy MMOs, but I’ve also seen your level of grind, and boy is there a lot of it.
Readers of MMO Fallout know that, despite my strange methods of secrecy, I generally leave out various points for one reason or another. So in response to reader Dex’s question, also sent in by a few others:
“Why do you refer to there being two Final Fantasy MMOs at the end of 2010? Technically there are three: Final Fantasy XI/XIV, and Fantasy Earth Zero.”
Why that is an excellent question. Fantasy Earth Zero is a title you may have just heard of recently as that Korean F2P MMO with Square Enix’s name on it that I’ve seen ads for on MMORPG.com. When Fantasy Earth Zero launched in Japan-only in 2008, it tanked. In fact, to say that the game tanked would be a disservice to the short months that the game was active before Square Enix shut it down.
Like any good resurrection story, this of course continues with Gamepot picking up the publishing rights and relaunching under a free to play, cash shop model. Accumulating over nine million players, Gamepot shuffled the title over to the West, where it launched just over a week ago. Fantasy Earth Zero is an action-based title, with large Kingdom Vs Kingdom (50v50) battles being the main draw of the game.
So I’ll be keeping an eye on you, Fantasy Earth Zero. Being free definitely gives you an edge over your fellow Final Fantasy MMOs, but I’ve also seen your level of grind, and boy is there a lot of it.