A Beta Perspective: Elder Scrolls Online


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Since the dawn of time, many have asked why the Beta Perspective has not yet covered the Elder Scrolls Online, and the answer is as old as time itself: Zenimax doesn’t regard us as a press outfit. I hold no grudges against them, I am merely pointing this out for the purpose of transparency. Factored in with unrelated events, I haven’t spend much time playing Elder Scrolls Online prior to the NDA being lifted because, frankly, I don’t have the time to beta test a game for the sake of bug hunting.

The absolute first thought that I had upon starting The Elder Scrolls Online was “this is certainly The Elder Scrolls.” One constant that has appeared in almost every game in the main series is that the player starts off in a prison, but ESO’s take on the series trope is quite possibly one of the most interesting. At the start of the game, you are dead. Not just dead, you were sacrificed in a ritual and are now stuck in a jail cell somewhere in the insane depths of Molag Bal’s district of Oblivion. With a conga line of NPCs running around me towards the exit, I had to soak in that just minutes into the game, I was taking part in a jail break out of hell. Even if the rest of the game turns out to be forgettable, you have to admit that it’s one hell of an opening.

The world of Elder Scrolls Online looks great, from the atmosphere to the lighting to the voice acting and the soundtrack. Upon returning to the world of the living, the player comes to a tutorial island of sorts, specific to their faction, to complete a series of quests and get a lay of the land before heading off to their faction’s territory.

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From a mechanical point of view, I can understand why some Elder Scrolls purists will not enjoy this game. While certain facets of the series are still present, like much of the combat system, reading books and a multitude of boxes strewn about containing mostly crafting ingredients, certain sacrifices had to be made in the transition to an online shared-world experience. Gone are the days of pickpocketing or even killing random NPCs in the streets, friendly NPCs cannot be touched at all. No more breaking into stores in the middle of the night to steal their wares or loot an armorer. Enemies you kill no longer drop all of their belongings, a well equipped bandit might reward a couple of gold and a potion or cooking ingredient.

Going directly from earlier games to Online may result in the feeling that the game is openly mocking you with some of its restrictions, like throwing you into a bandit’s den strewn with large quantities of food, weapons, armor, and potions, and not allowing you to pick up any of it. I get it, Zenimax has a budding interior decorator on staff, but does everything have to be welded to the floor? I am also not a fan of the game’s restriction on sneaking, where you are physically prevented from crouching in certain areas because it “makes you look suspicious,” according to the in-game message. Jumping around like a madman is fine, so is unsheathing my weapon and trying to stab everyone, but I can’t sneak because it would seem suspicious. Right.

I’ve found combat to be mostly enjoyable in Elder Scrolls Online, with a slight exception to the fact that NPCs telegraph their special attacks with those red indicators on the floor. Since I played through most of my time in the beta in first person, however, the floor markings were rarely within my line of sight anyway. Minus a bit of intermittent server lag, combat feels well paced and fluid, and unlike Final Fantasy XIV’s three second lag, I never felt cheated if I missed a block or failed to disrupt a foe’s attack. As you level up you gain special attacks that add more variety to combat, like the ability to leap on your enemy or knock them to the ground.

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And that is nothing to say about the PvP which I was unable to get into this weekend due to lag issues making the area unplayable. What I can say from previous experience is that PvP is insane. The map is huge, combat is frantic, and success on the battlefield feels less reliant on the roving bands of zerg squads found in Guild Wars 2.

After playing the last couple of beta weekends, I decided to go ahead and buy the standard edition on Green Man Gaming with a 20% off coupon. I fully suggest checking out the final beta weekend if you get the chance, when it rolls around.

Whatever Happened: The Missing Ink


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Here at MMO Fallout, we occasionally like to ask and answer a straightforward question: Whatever happened to that one game we heard about a while back? While looking through the game list, I realized that we haven’t heard from The Missing Ink in nearly a year. Experimental MMOs and indie games built by small studios tend to go for long periods of time with no press coverage and then, out of the blue, we find out that they had already shut down well over a month ago. Sorry Fusionfall!

The Missing Ink is the latest project by RedBedlam, the UK developer responsible for the now defunct MMO Roma Victor. What set The Missing Ink apart from the rest was its unique art style, with characters all crafted out of two dimensional drawings on paper. It didn’t break any new ground, but the presentation was charming enough to warrant some off-again on-again gaming. Part of the fun was simply logging in every now and then to see how the early alpha client was progressing.

As you may have figured, The Missing Ink has shut down without any kind of mention by the game media. The servers went down at the end of January alongside an announcement that the game will receive a full overhaul and release later this year.

 

“As a result of the feedback from this community and our internal test team, we’re started work on a brand new game design for The Missing Ink. We’ll obviously be keeping our lovable 2D characters whilst expanding the explorable 3D worlds and much, much more.”

The good news is that The Missing Ink will hopefully find its way back into our hearts later this year. The bad news is that it will have to share that space with Sonic drive-ins that will be opened up in my neighborhood soon. Until then, follow The Missing Ink on Twitter.

MMOrning Shots: Bridge To Nowhere


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Today’s MMOrning Shot comes to us from Neverwinter, where traveling across a bridge built from what appears to be a giant pillar has left me with some second thoughts. In fact, I’ll wait here until the engineers in Protector’s Enclave develop a flying machine, or sturdy handrailing, or both.

Check out MMOrning Shots every Monday, Wednesday, and Friday.

Pantheon’s Forum Subscription


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If you’ve been following Pantheon’s Kickstarter, then you already know that the project has failed to meet its goal within the allotted time. Like many other companies, Visionary Realms has ventured into a self-hosted private funding system where people donate directly to the the company rather than through a third party. Those with money to burn can head on over to the Pantheon website and throw in anywhere up to ten thousand dollars for the highest tiers of rewards. The $100 tier is actually a great deal, when you consider that it includes two copies of the game, plus alpha and beta access and a bunch of exclusive items and titles that gamers tend to go nuts over.

The $100 tier and higher also give lifetime access to the supporter and apprentice developer benefits. What are those, you ask? You must not have looked at the picture at the top of this article. For $5 a month, you gain the privilege of posting in the public areas of the forums and wikis, and access to the supporter forums. For $15, you get all that plus the ability to chat with the developers during live streaming. Oh and you get a special color for your forum avatar for both.

Now I fully understand people wanting to help get a game out the door, which is why Kickstarter exists, but fifteen dollars a month? For the privilege of posting on a forum and being either ignored or drowned out by the sea of voices? For the special opportunity to communicate with the developers while they Live Stream, a feat that a growing number of early-access developers have managed to provide for absolutely free? A special color next to your name? The chance to fully understand how to sink money into a pit and receive nothing in return? Because aside from what is essentially a more expensive and recurring version of Something Awful’s forum fee, you are ultimately paying for the good feeling of saying at least you tried to help. Subscribing over the course of a full year would cost $180, and you get nothing. Not a free copy of the game, no items, no titles, no nothing.

At this point you’re probably thinking “why not just pick a higher tier?” Understandable, but fifteen dollars a month for a lot of people is more feasible than a straight up payment of $180, and easier to convince those who have the money but might simply not want to part with such a sum at once. This is why many stores adopt a layaway plan, and Visionary Realms obviously understands this concept because they are using it themselves. Plans that cost over one thousand dollars all have the option to pay off over the course of a year, plus what appears to be about 20% interest.

So because I’m a problem solver, and I believe that this is a factor of bad planning rather than malicious intent (dear internet trolls), I have devised a method that I believe would bring more interest to the Pantheon forum subscription. The idea is simple, take the subscription and tie it into the layaway plan. Take the standard reward tiers and boost them up, and allow accounts to automatically fall into those brackets once they hit a certain cumulative total.

Just as an example and a rough idea, I’ve listed a personal draft of the new tiers, compared to the one-off price, which I would submit had I worked at Visionary Realms.

  • $25 Seeker’s Pledge – $40 (3 months). Includes beta access, digital copy, and name reservation.
  • $35 Fallen’s Pledge – $55 (4 months). Seeker reward plus title of “Fallen.”
  • $45 Explorer’s Pledge – $70 (5 months). Seeker reward plus title and item.
  • $60 Risen’s Pledge – $90 (6 months). Seeker reward plus title, item, and character slot.
  • $75 Founder’s Pledge – $110 (8 months). Seeker reward plus title, item, character slot, backpack.
  • $85 Warder’s Pledge – $140 (10 months). Seeker reward plus title, item, character slot, backpack, tunic.

And so on and so forth.

If you figure that the Kickstarter estimated date for delivery was January 2017, someone who pays $5 a month starting now would have put in $175 by 2017, or enough to go over the inflated Warder’s pledge by a fair amount. A person who pays $15 a month during that same time period would generate $525. Now I am not a marketing expert, but I think it is safe to say that offering reward tiers, even at the greatly inflated prices I have set above, would bring in more revenue than what I can only assume is a hope that people will simply choose the $100 or higher options to avoid the forum subscription altogether.

Like I said, I’m not a marketing expert, but I do know that $140 for the top pledge over the course of ten months is a lot more money than no dollars over the same time period.

Any thoughts? Drop a comment below.

Pantheon's Forum Subscription


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If you’ve been following Pantheon’s Kickstarter, then you already know that the project has failed to meet its goal within the allotted time. Like many other companies, Visionary Realms has ventured into a self-hosted private funding system where people donate directly to the the company rather than through a third party. Those with money to burn can head on over to the Pantheon website and throw in anywhere up to ten thousand dollars for the highest tiers of rewards. The $100 tier is actually a great deal, when you consider that it includes two copies of the game, plus alpha and beta access and a bunch of exclusive items and titles that gamers tend to go nuts over.

The $100 tier and higher also give lifetime access to the supporter and apprentice developer benefits. What are those, you ask? You must not have looked at the picture at the top of this article. For $5 a month, you gain the privilege of posting in the public areas of the forums and wikis, and access to the supporter forums. For $15, you get all that plus the ability to chat with the developers during live streaming. Oh and you get a special color for your forum avatar for both.

Now I fully understand people wanting to help get a game out the door, which is why Kickstarter exists, but fifteen dollars a month? For the privilege of posting on a forum and being either ignored or drowned out by the sea of voices? For the special opportunity to communicate with the developers while they Live Stream, a feat that a growing number of early-access developers have managed to provide for absolutely free? A special color next to your name? The chance to fully understand how to sink money into a pit and receive nothing in return? Because aside from what is essentially a more expensive and recurring version of Something Awful’s forum fee, you are ultimately paying for the good feeling of saying at least you tried to help. Subscribing over the course of a full year would cost $180, and you get nothing. Not a free copy of the game, no items, no titles, no nothing.

At this point you’re probably thinking “why not just pick a higher tier?” Understandable, but fifteen dollars a month for a lot of people is more feasible than a straight up payment of $180, and easier to convince those who have the money but might simply not want to part with such a sum at once. This is why many stores adopt a layaway plan, and Visionary Realms obviously understands this concept because they are using it themselves. Plans that cost over one thousand dollars all have the option to pay off over the course of a year, plus what appears to be about 20% interest.

So because I’m a problem solver, and I believe that this is a factor of bad planning rather than malicious intent (dear internet trolls), I have devised a method that I believe would bring more interest to the Pantheon forum subscription. The idea is simple, take the subscription and tie it into the layaway plan. Take the standard reward tiers and boost them up, and allow accounts to automatically fall into those brackets once they hit a certain cumulative total.

Just as an example and a rough idea, I’ve listed a personal draft of the new tiers, compared to the one-off price, which I would submit had I worked at Visionary Realms.

  • $25 Seeker’s Pledge – $40 (3 months). Includes beta access, digital copy, and name reservation.
  • $35 Fallen’s Pledge – $55 (4 months). Seeker reward plus title of “Fallen.”
  • $45 Explorer’s Pledge – $70 (5 months). Seeker reward plus title and item.
  • $60 Risen’s Pledge – $90 (6 months). Seeker reward plus title, item, and character slot.
  • $75 Founder’s Pledge – $110 (8 months). Seeker reward plus title, item, character slot, backpack.
  • $85 Warder’s Pledge – $140 (10 months). Seeker reward plus title, item, character slot, backpack, tunic.

And so on and so forth.

If you figure that the Kickstarter estimated date for delivery was January 2017, someone who pays $5 a month starting now would have put in $175 by 2017, or enough to go over the inflated Warder’s pledge by a fair amount. A person who pays $15 a month during that same time period would generate $525. Now I am not a marketing expert, but I think it is safe to say that offering reward tiers, even at the greatly inflated prices I have set above, would bring in more revenue than what I can only assume is a hope that people will simply choose the $100 or higher options to avoid the forum subscription altogether.

Like I said, I’m not a marketing expert, but I do know that $140 for the top pledge over the course of ten months is a lot more money than no dollars over the same time period.

Any thoughts? Drop a comment below.

MMOrning Shots: Shroud of the Avatars


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Today’s MMOrning Shot comes to us from Portalarium, showcasing the latest update to the Shroud of the Avatar playable build. Release phase three introduces multiplayer and its associated functions (chat, friends, ignore, etc) as well as a number of improvements to crafting, housing, performance, and more. Servers for release phase 3 are up from February 20th through the 22nd.

Check out MMOrning Shots every Monday, Wednesday, and Friday.

MMOrning Shots: A City Fallen


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Today’s MMOrning Shot comes from Guild Wars 2, where players are currently doing their best to fight back in the battle for Lion’s Arch. Players are tasked with rescuing citizens and animals and fighting back Scarlet’s minions. I would have stayed longer, but the miasma made the area too lethal to remain in any longer.

Check out MMOrning Shots every Monday, Wednesday, and Friday. To submit your own screenshot, send an email to contact@mmofallout.com.

MMOrning Shots: Darkness Falls


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Today’s MMOrning Shot comes to us from Aventurine with Darkfall Unholy Wars. A recent patch to Darkfall changed the manner in which rewards are obtained by guild controlled villages. Rather than dumping the rewards in the guild vault, players must use new equipment for requisitioning rewards, as well as globules of greed obtained by bandits throughout the land. Only one player may requisition resources from the point at any given time, and can be interrupted by moving too far away, breaking contact, or being stabbed in the face. It is also possible for non-guild members to come in and steal village rewards.

I think. Check out MMOrning Shots every Monday, Wednesday, and Friday only here at MMO Fallout.

MMOrning Shots: Eldiving In


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Today’s MMOrning Shot was taken in Eldevin. I have no idea what being hated by the Crimson Macabre will do to my reputation, but it was well worth slaughtering several hundred of them to achieve. How big is that organization anyway?

MMOments: Akaneiro Demon Hunters


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Around eight months have passed since I last took a look at Akaneiro: Demon Hunters, and quite a bit has changed since we last ventured as Little Red Riding Hood in Feudal Japan. For the sake of not repeating myself, here is a basic rundown of the game itself. Akaneiro is a top-down hack and slash that should be familiar to fans of Diablo or Torchlight. You have a quest hub with associated vendors, and travel out into instanced dungeons to kill large quantities of mobs, in return for loot and experience, to find or buy better equipment to kill bigger things. Got it? Good.

In my early look at Akaneiro, I criticized the game for a lack of potions and how the game mechanics took the game down a path of “pay to live.” The combination of no potions and attacks that frequently stunned your character for far too long meant that death often came quickly and without any sort of grace or fairness. Death in Akaneiro also means forfeiting any experience you gained in said dungeon, however players were offered the convenience of resurrecting on the spot…for cash shop currency. The good news is that you may now find potions both in the hub store and in enemy drops. Resurrection is now paid for with in-game currency, allowing the player to resurrect on the spot using some of the gems they have collected.

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A bunch of improvements have been made to the overall game since the last time we looked at it. Crafting currently allows you to upgrade weapons and armor using materials found while completing dungeons. The ability bar has been expanded to allow for six abilities as well as three consumable slots. The map has been improved from its previous iteration to better show off progression, and the whole thing overall just feels more responsive and less laggy. While the game hasn’t fundamentally changed, it is rather spectacular to see how much better a game can become by fixing a lot of little things.

If you haven’t had a chance to check out Akaneiro: Demon Hunters, I highly suggest you do so through Kongregate.

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