Eve Online Bans Impersonating Your Own Alts


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A recent change to Eve Online’s Terms of Service has prompted several inaccurate reports that CCP now disallows scamming, spying, and sabotage, and is actively banning players for said actions. The alteration, according to CCP, clarified an already in-place rule which made impersonation of another player a bannable offense. For example, pretending to be a representative of an organization to scam a player is considered a bannable offense. Pretending to be an alt of another character is also a bannable offense under this rule. One player (Abdiel Kavash) on the forums asked if impersonating one of your own alts to scam someone was against the rules:

CASE 2: I decide that I want to make some extra money off my past customers, without necessarily having to provide any extra services. I create a new character, Phill McScammer, on my account. I then go talk to a past customer of AbdielCorp and I claim that Phill McScammer is an alt of Abdiel Kavash. Customer falls for it, sends me their money and never sees it again.

Short answer: Yes. GM Karidor’s response:

Your character Phill McScammer impersonated Abdiel Kavash, the same way as Joe McScammer did, thus gets it from us the same way if reported. From our point of view, as well as from a victims, there is no technical difference between those two cases of a character impersonating another.

In fact, CCP views a player claiming affiliation with one of his alternate characters to be on the same level as one player claiming affiliation with another player entirely.

Both characters Phil and Joe used the name Abdiel Kavash to give of the impression they were somehow related to him. The cases are effectively identical.

So if you claim to be an alt of yourself, in CCP’s view you are still lying. In response to a wave of player feedback, CCP has opened a thread to gather further discussion on the newly clarified rules.

(Source: Eve Online)

Firefall Shuts Down PvP In Preparation For Launch


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Firefall may have started with PvP, but as development has continued the focus has shifted away from PvP in favor of PvE, to the neglect of the former. While Jetball was a fun idea, it attracted less than 3% of the game’s population. In response to the waning quality of PvP life, Red 5 Studios has announced that they are shutting down PvP completely to retool it in preparation for a better future.

So we’re going to regroup, rethink, and deliver the best PvP system we can that can be enjoyed by everyone. We don’t have a timetable for this, but at some near future point we will shut off the PvP aspect of the game, which we feel does not represent Firefall at its best, and relaunch that part of the game when its ready.

We look forward to what Red 5 Studios has in store for us.

(Source: Firefall)

Tribes Ascend "Break Even At Best," Mod Tools Unlikely


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Erez Goren has posted a letter to the community on the Smite Subreddit/official forum to clear up the “misinformed conclusions” that customers might come to if they look at Hi-Rez’s development history. In case you haven’t been following Hi-Rez Studios, their first game Global Agenda was a major financial loss and Tribes: Ascend, as Hi-Rez’s CEO puts it in the letter, “ended up being break-even at best.” Earlier this year, Hi-Rez Studios announced that development on Tribes: Ascend had come to a close, but revealed that tools were in the works to allow players to create their own maps. Due to the costs of development, however, it is “unlikely” that these tools will ever see release.

Goren goes on to reveal that Hi-Rez had attempted to shop the game to publishers, none of whom were interested due to the game’s niche demographics. Goren goes on to reveal that out of the $30 million in funding, Global Agenda and Tribes have generated $10 million in revenue.

How much did it cost to do the above? At that point I personally funded all the game development with over $30 million of funding (losses) and generated about $10 million in revenue (split fairly evenly between GA and Tribes) so overall we spend about $40 million running the company vs $10 million in revenue.

Smite, on the other hand, has had the pleasure of not just being Hi-Rez’s most popular title, but has grown in revenue and traffic since its launch and continues to grow every month. The team working on Smite has grown from an initial 15 to 80 members, and Hi-Rez has seen interest from outside publishers including Tencent to release the game in China.

(Source: Smite Subforum)

Tribes Ascend “Break Even At Best,” Mod Tools Unlikely


e3_globalagenda_domecity

Erez Goren has posted a letter to the community on the Smite Subreddit/official forum to clear up the “misinformed conclusions” that customers might come to if they look at Hi-Rez’s development history. In case you haven’t been following Hi-Rez Studios, their first game Global Agenda was a major financial loss and Tribes: Ascend, as Hi-Rez’s CEO puts it in the letter, “ended up being break-even at best.” Earlier this year, Hi-Rez Studios announced that development on Tribes: Ascend had come to a close, but revealed that tools were in the works to allow players to create their own maps. Due to the costs of development, however, it is “unlikely” that these tools will ever see release.

Goren goes on to reveal that Hi-Rez had attempted to shop the game to publishers, none of whom were interested due to the game’s niche demographics. Goren goes on to reveal that out of the $30 million in funding, Global Agenda and Tribes have generated $10 million in revenue.

How much did it cost to do the above? At that point I personally funded all the game development with over $30 million of funding (losses) and generated about $10 million in revenue (split fairly evenly between GA and Tribes) so overall we spend about $40 million running the company vs $10 million in revenue.

Smite, on the other hand, has had the pleasure of not just being Hi-Rez’s most popular title, but has grown in revenue and traffic since its launch and continues to grow every month. The team working on Smite has grown from an initial 15 to 80 members, and Hi-Rez has seen interest from outside publishers including Tencent to release the game in China.

(Source: Smite Subforum)

Video of the ____: Star Citizen Kane


This video may be an early work in progress, but the visual effects and grand scale of it is mind-blowing. It might be because of the engine, but this video reminds me of that preview we saw of Star Wars 1313 last year.

MMOrning Shots: I Will Kill You


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The final design looks nothing like the icon in the purchase window, but I don’t think that explanation will stop my Lalafell archer from putting an arrow between my eyes. When he does kill me, someone tell my wife that I’ve been living in her attic for the past year. Also that loan I asked her to co-sign was actually a marriage certificate.

Rise of the Hutt Cartel Free For Subscribers


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Active subscribers to The Old Republic who haven’t yet purchased Rise of the Hutt Cartel are in luck. In an announcement on the official website, Bioware has announced that the expansion will be free for subscribers beginning September 12th. Subscribers who already own the expansion will receive an exclusive title, “The Risen,” as well as 1050 Cartel Coins if they purchased the expansion after August 11th.

(Source: The Old Republic)

FFXIV Accounts Being Stolen Via 3rd Party Websites


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Gold farmers often make use of accounts stolen from their previous customers or by breaching security at third party websites and matching lists of usernames and passwords, and as with any big MMO launch, Final Fantasy XIV is already seeing a surge in stolen accounts. In a post on the FFXIV forums, Square has confirmed that a third party source is using a list of stolen accounts from an outside website in order to break into player accounts and use them for gold farming and chat spam.

Currently, we have confirmed that a third party is using account names and passwords, thought to be obtained from security breaches of other companys’ online services, in attempts to gain unauthorized access to Square Enix accounts. If you are using the same account name or password as your Square Enix account on other online services, there is a much greater chance that a security breach at any of the other online services could potentially lead to your Square Enix account being compromised.

Accounts suspected of being stolen will be restricted until the user can verify their ownership.

(Source: FFXIV)

FFXIV Review Part 2: The Bad


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(Editor’s Note: This was originally supposed to be a one part article, but for some reason it was playing hell with the server, so it has been split up)

Now let’s talk about the negatives, starting with everyone’s favorite piece from 1.0: Levequests. Levequests are back and they are just as convoluted as they were in their past iterations. Levequests work by accepting them at an appropriate NPC, who then directs you to another area where you enter a specific location and “initiate” the levequest. This generates monsters that are specific to you and cannot be attacked by anyone else, and at the end you are rewarded bonus experience and gil. Remember the artificial limits I mentioned that were in that other game? They are back. Levequests are limited to six daily, however they roll over and stack for any days you miss or don’t run any. What this means is that the more dedicated players will quickly run out of things to do, since traditional quests are sparse and easily completed.

For now, players are power leveling by completing FATES, the game’s open quest system similar to those found in Guild Wars 2, Rift, Defiance, etc. The FATE system not only awards extremely generous amounts of experience, but they pop up fast enough that they are not only the best form of leveling up, but compared to the sparse story quests and limited levequests, they are the only viable option for a solo player to level up that doesn’t involve sitting around just killing stuff for base experience.

And I’ve already touched on this in the previous, very short impressions piece, but the more I look at it the more I believe that Square Enix hires their designers by going to McDonald’s, finding the people who weren’t qualified to work there, and ignoring them for the homeless person rummaging through the dumpster out back. Now that the server issues are mostly squared away, I can turn my attention to other choices that would qualify under “why didn’t you learn this the first time?” Like the horrible chat interface that forces you type a person’s name in if you want to blacklist their chat, making blocking goldfarmers just about impossible when they are either spamming too fast to writer their names down or, god forbid, their name uses confusing or special characters that can’t be replicated on an American keyboard. Forgetting an easy ignore button in an MMO is something I’d expect from a startup company, not from a game that is built from the remains (and lessons) of one of the worst launches in gaming history.

There are plenty of rookie mistakes that Square continues to make, including the total lack of an AFK kick function resulting in unnecessary server congestion, being unable to leave chat on “shout” and having to select it every time, the fact that you have to log in to multiple different websites to manage various aspects of one account, and the total lack of defense against gold spam.

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I did my best to review Final Fantasy XIV: A Realm Reborn without thinking about the MMO’s prior release, but I found that the game is just too deeply burned into my brain to not make comparisons. That being said, I think that people who even slightly enjoyed the original MMO will be very happy to see the improvements that Square Enix has made. Those of you who are just coming in for the first time will either be overjoyed or disappointed to know that FFXIV doesn’t deviate from the standard MMO spectrum all that much.

If you put a gun to my head and asked for a numerical score, I’d give it a 9.0 out of 10. Yes it isn’t perfect, and I’m sure there are a lot of people who simply will not like it. I can see myself paying the monthly subscription for this, which is a lot more than I can say for most other MMOs.

Final Fantasy XIV Review: It's A Little More Normal


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For the sake of moving forward, I will dedicate this one paragraph to Final Fantasy XIV 1.0, the version launched in 2010, to say that compared to its predecessor, A Realm Reborn is normal. Those of you who played the earlier version will have an idea as to what I’m talking about, but for those who haven’t I will go over some missing “features.” Gone are the long and convoluted systems of menus which often had the player throwing their keyboard at the wall in frustration, because the simple process of checking your inventory was a five minute affair. Menus that inexplicably suffered from copious amounts of input lag. Your only option to level up was grinding mass numbers of creatures, as story quests were few and far in between and you could only take on eight guildleves (side quests) every thirty six hours. Final Fantasy XIV required a browser on hand because the game had a ridiculous tendency to not explain to you a majority of what would otherwise be basic and required information, and even if you managed to suffer through the long grind on battlefields that copied and pasted the same twenty square feet over and over again, you were rewarded with fatigue! Yes, what better way to entice your hardcore power-levelers than to punish them with lower experience rates?

I’d suggest that everyone associated with Final Fantasy XIV 1.0 be fired, but they already were. When FFXIV 1.0 bombed in every market, including some that do not exist on any plane of reality that we know of, Square Enix pretty much cleaned house. So that is the end of any comparison to FFXIV 1.0 in terms of quality, because this is a review on A Realm Reborn standing on its own merits, not on the simple matter of being better than 1.0. So without further ado, let’s dive in to the good, the bad, and the Square Enix.

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First let’s start with the good, because this is not only how I fill my paycheck from Corporate McBribeski but because no amount of praise I could ever give a game will ever appease the fans once I actually start criticizing it. A Realm Reborn offers a multiclass system to remove the need for multiple characters, and the system works quite well. Classes are unlocked once you reach level 10 in your starting class and join the appropriate guild (realistically this will be 15 as that is when you unlock airship access and can easily travel between cities). I prefer this system because it not only forces the player to get acquainted with their first class on some level before they can branch out, but it also distinguishes each class as almost a character of its own. Even classes like fisherman and chef, which would normally be relegated to a single window in most other MMOs, feels like something you could conceivably play by itself.

It also means that you can ease into each class on a rather smooth level, as fishing uses a different set of abilities than alchemy, for instance. You start out with the bare minimum of abilities, generally just one or two, and gain more as you level up. Classes can be swapped on the fly just about anywhere, providing you aren’t in combat, with the simple switching of your weapon. Since your class is tied to your weapon, role players probably won’t appreciate that you must have something equipped in your weapon slot at all times, no exceptions, but most of them when put away become rather unnoticeable.

Questing in FFXIV hasn’t changed a whole lot from the norm: Each class has a series of quests that unlock every few levels, and the story quests are where the game really shines. The game picks up where 1.0 left off, with the world being mostly destroyed by Bahamut and civilization picking itself up with the threat of invasion from the Garlean Empire. The story is told through said story quests with rich dialogue, brilliantly executed cutscenes, and an insane amount of lore. If you aren’t paying attention, it is very easy to get lost in exactly what is going on. In usual Final Fantasy fashion, there are plenty of characters that toe the line between totally serious and hilariously exaggerated, and the Garlean Empire sports people who range from bumbling stupidity to menacingly terrifying.

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Next I want to talk about the gathering and crafting skills, which have changed a bit while remaining the same at their core. While gathering, the player activates a triangulating skill which reveals otherwise invisible nodes in the area. You click on the node, and you are presented with a list of items that may be obtained from the node, and their individual percentage chance of success. You pick an item from the list and hit, and each hit takes away from the node’s overall health. Once the node drops to zero, you have to find a new node. Fishing, on the other hand, is entirely random. Each area has a set list of fish which is nicely recorded in a fishing log, and involves picking the right bait, throwing your line in, and clicking to reel in when you get a bite.

Crafting skills, on the other hand, are once again a tug of war between finishing the item and boosting its chance of turning out as a “high quality” product. Since each action extracts a certain amount of durability from the process, the goal is to use your other abilities to boost the chances that the item will turn out “high quality” and thus more valuable, while at the same time ensuring you have enough durability left to actually create the item. For instance, you might be cooking a fish and see that you have 20 durability left and 9 points to cook. You can choose to synthesize it and finish the recipe safely with two chances to cook, or you can spend one of those chances on giving the dish an extra 3% chance of being high quality. Ultimately the trade crafts are a game of chance, one that you will likely lose at once or twice before you get the feeling down, but they are enjoyable if heavy on the grind.

I also enjoyed the fact that the game rewards the player for exploring new grounds. Players are rewarded for filling their log books with monsters killed, recipes completed, setting fish records, and more. The tradecraft and guild vendors sell a lot of the materials needed for low level tradescraft recipes, which is good because your tradescraft and fieldcraft products do not match in many areas. Rye, for instance, is required for a very low level culinarian recipe, but is harvested from a level 15 botanist node, according to the wiki. I would also recommend focusing on just one or two classes at a time, otherwise you’ll find yourself stretched very thin and likely sabotage your interest in the game via information overload.

One thing you will never do in Final Fantasy XIV is loot a creature, and I couldn’t be happier. This isn’t to say you don’t receive loot, it’s just fairly rare that you do and it is often just crafting materials. You’re going to get your equipment via questing, levequests, crafting, dungeons, and purchasing from other players. In that respect, Square Enix is going for a more realistic drop system. I don’t know where a Marmot would carry a pointy spear, and since it will never drop one I guess I will never know. I will say that the whole idea of players crafting the equipment comes to a dead stop when you realize that the items gained via dungeons are more powerful.