38 Studios Lawsuit Will Continue


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Curt Schilling’s 38 Studios may go down in history as one of the worst managed video game companies, but history hasn’t yet finished with the developer or its executives. The last we heard, the state of Rhode Island was still intent upon bringing a lawsuit against the former Red Sox pitcher and news commentator as well as the executives of the failed game developer. The Associated Press is now reporting that a judge has ruled in favor of the state, allowing them to go ahead with most of a planned lawsuit.

The lawsuit in question accuses Schilling and his executives of fraud, negligence, breach of fiduciary duty, among other acts, misleading the state into approving a $75 million loan. Last year, 38 Studios went bankrupt to the tune of more than $100 million, leaving the bill to be paid by the taxpayers of Rhode Island. The judge declared that the state could seek financial damages for fees and salaries collected by the defendants, damage to reputation and credit, but could not seek damages on the bonds issued until the money had been spent.

Schilling has maintained that the lawsuit is purely political and that the developer had no intention of wrongdoing when it sought the loan and that Rhode Island was well aware of the risks of investing in the game developer.

(Source: Associated Press)

Sony Online Entertainment Layoffs


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Sony Online Entertainment has confirmed that the developer has laid off an unknown number of staff from an unknown variety of divisions. SOE’s Linda Carlson posted on several of the official game boards that the reduction aims to reduce costs and focus efforts on the current slate of games.

As a company, our goal is to focus on our core expertise of MMO games and as part of these efforts, we had to make the difficult decision to eliminate positions to help reduce costs, streamline our employee base and strategically align resources towards our current portfolio of games and upcoming slate of MMOs, including EverQuest Next Landmark and EverQuest Next.

Although the developer refused to comment on the number of staff laid off, a representative told Gamasutra that the reduction has affected the San Diego and Austin offices. MMO Fallout hopes the best for those finding themselves unemployed as of today.

(Source: Gamasutra)

Mortal Online Greenlight On Steam


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Star Vault has announced that Mortal Online has finally been approved by Valve for release via Steam’s Greenlight program. The sandbox MMO has sat near the top of Valve’s list for a good while now, seemingly passed over with every month’s release set. Well the good news is that players will soon be logging in and running around buck naked or clothed if you’re into that sort of thing.

Thank you to our awesome community for voting us up to the very top of 15,000 game titles and earning our place on Steam, the worlds largest online PC game distribution platform. More information concerning our plans for Steam will be announced shortly; we just wanted to shout out a big “thank you” to our incredible community. Mortal Online’s future is getting more exciting by the day!

Hopefully the influx of new Steam players will bring much needed profit to the Swedish developer.

(Source: Mortal Online)

MMOrning Shots: Your FATE Is Sealed


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In Final Fantasy XIV, the FATE system is a series of short events that pop up all over the world. Sometimes you might be tasked with defeating an insane band of fungus creatures, sometimes you have to drive back an invasion of bandits, and sometimes you just have to beat the tar out of a new recruit. Life is interesting like that.

Square Enix Halts FFXIV Digital Sales Due To Traffic


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Final Fantasy XIV is selling so well that Square Enix can’t keep up with the traffic. Early Access became three days of players being unable to log in due to emergency maintenance, server loads, high traffic, errors, worlds being full, server queues full, and worlds being locked to new characters. For the sake of limiting new customers until they can deal with the current crop, Square has announced that they will be halting digital sales of FFXIV for the time being.

Important Notice About FINAL FANTASY XIV: A Realm Reborn – Due to the overwhelmingly positive response to FINAL FANTASY XIV: A Realm Reborn, we are currently experiencing extremely long wait times for users to be able to log in and play. As a temporary measure, we will halt sales of FINAL FANTASY XIV: A REALM REBORN’s digital download products so we can accommodate all of those wishing to play. We are working to expand our server capacity in the coming days. We sincerely apologize for the inconvenience this causes.

(Source: FFXIV Blog)

Bethesda Wants Elder Scrolls Online Separated From Xbox Live Fees


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Xbox Live Gold requires a monthly subscription in order to play your games online. When you figure that Elder Scrolls Online already has a cover charge of $14.99 a month, this means that Xbox users will be expected to pay 20% more than their PC brethren and possibly PS4 users (Sony has previously said that publishers will decide on the PS+ requirement). The good news is that Bethesda is working behind the scenes to convince Microsoft to give the company a pass. According to Paul Sage from Zenimax:

 “we have been in talks with Microsoft about that very thing, and seeing whether or not there’s any room to change their minds about that, for folks who are only paying The Elder Scrolls Online and don’t want to pay for an Xbox Live Gold subscription, just to pay the Elder Scrolls Online.

Will it work? Probably not, if previous attempts are any indication. Microsoft isn’t exactly known for making exemptions.

(Source: OXM)

Naoki Yoshida Apologizes For FFXIV Launch Issues


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If you’ve tried playing Final Fantasy XIV in Europe or North America, you are likely fully acquainted with the extended length of downtime and maintenance period on the related server clusters. A large number of players were completely unable to log in on Sunday, and the problems with heavy loads continue to plague FFXIV’s servers. FFXIV’s producer, Naoki Yoshida, has posted an apology on the official forums in response to the ongoing issues, noting that while many of the login bugs have been fixed, there is still problems related to heavy traffic that must be attended to. Unfortunately for eager players, it looks like the login restrictions will not be going right away.

Although we have successfully addressed a number of serious issues in the past several days, we have nevertheless decided to implement login restrictions for the time being due to the extremely heavy load being placed upon the servers. In this way, we can ensure that the maximum number of players can play the game without risking a server crash. I know no one wants to wait to log in, but I hope you all understand why we believe this precaution is necessary.

(Source: FFXIV Forums)

RuneScape: Divination Skill Impressions


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Divination is the latest skill to be released in RuneScape, and it is certainly interesting. The premise of the skill is that after the god Guthix is assassinated, the resulting fallout caused immense damage to the world in which the game takes place. Guthix’s life energy dispersed in the form of wisps, a combination of divine energy and memories. The divine energy is the force that once protected the world of Gielinor, but was shattered and sent raining down from the heavens upon Guthix’s death. By harvesting wisps for their divine energy and memories and return them to various craters located around the world, in the hope that this will heal the damaged planet.

It’s important to remember that Divination is a gathering skill, not unlike Fishing, Woodcutting, Mining, etc. With that knowledge, training Divination is a slow trudge through a seemingly endless bog of grind. You start out at level one with the basic wisps, and every ten levels you leave your current spot and make your way to the next tier of wisps. An oversimplification? Yes, but if you play RuneScape then you already know that this is generally how gathering skills work, except Divination doesn’t give you the piles of items to sell off at the end of the day.

As a gathering skill, Divination is meant to complement other skills. Fishing gives resources to cooking, mining to smithing, farming to herblore, etc. Divine energy can be weaved into portents and signs, powerful items that are carried in the inventory and activated automatically. These items offer benefits including automatic healing once your health drops below half, the ability to save more items upon death, increased gravestone timers, resurrection on the spot, automatic banking of items collected, and more.

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Divine Locations are one of Divination’s odder creations. Locations are essentially skill hotspots that are weaved and placed down, allowing anyone around to harvest before it disappears (generally after 30 seconds). The lesson to take home is sharing is caring, and Divination rewards plopping down your divine location in a crowded area by just handing you resources as other players harvest them. The downside to divine locations is that only one can be put down per day, and you can only harvest a limited amount of those created by other players.

And finally, players have access as they level up to abilities that allow them to “upgrade” resources of lower level to those of higher level. While it sounds cool to convert three coal into a mithril ore, or two trout into a tuna, the RuneScape Wiki shows that you’d be better off just selling the resources and buying the higher material at a profit.

Ultimately, Divination is a means to an end. Divine energy can be traded to other players at the benefit/cost of experience gain. Many signs and portents can be traded, but odds are most of your divine energy is better spent boosting your experience gain towards the next tier of wisps.

Does Snail Games’ Explanation Make Any Sense?


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To clarify common misconceptions and answer the surge of questions, Black Gold Online’s optional time save system acts as a bonus, completely optional feature to supplement normal game progression. PvE experience and PvP rankings remains unaffected and all levels of equipment and materials(white to epic) can be acquired in game via questing, battegrounds, auction and world drops.

PvE experience and PvP rankings unaffected by this system? Smashing. But since you admit that the system is fraught with misconceptions, how about some in-depth explanation?

Black Gold Online records a loot index, measured by in-game actions like questing, killing, bosses, etc, and assigns the player a color. Every hour, that index is attributed to a save, which the player can only have a certain amount of, which then transforms into a Vial of Time whose quality is based on the color of the time index. That vial can then be acquired by the player for free or by purchasing with credits (RMT), or it can be sold on the Time Exchange to other players for their credits.

“We’re refining this new system and our top priority is develop a transparent and accepted F2P model for the North American audience.”

If the idea is so transparent, why do I still have no idea what is going on? Maybe it is just me, and this makes sense to everyone else, but the news story to make the system “transparent” runs in circles, goes nowhere, and not only hasn’t answered a single question I have about Black Gold’s loot system, it raises even more questions about Time Index, save slots, free vs paid, etc.

My understanding of the system is this: You play the game with no subscriptions or cash shop, and you fight stuff and quest and kill bosses and other players. During your play, you obtain loot as you would in any other game, but your activity contributes to a bonus chest that becomes available every hour. This chest is filled with even more random loot based on the quality of your activity, and you can opt to use one of your free saves (two per day according to the article), buy the chest, or sell it for credits to spend toward future chests. You have limited space for these chests, so you have to deal with them before another chest overrides that space.

Am I anywhere close to the target on this one? Can someone explain this in a way that doesn’t make them sound like they’re selling time shares?

(Source: Black Gold Online)

Does Snail Games' Explanation Make Any Sense?


Black-Gold-Online-2-620x350

To clarify common misconceptions and answer the surge of questions, Black Gold Online’s optional time save system acts as a bonus, completely optional feature to supplement normal game progression. PvE experience and PvP rankings remains unaffected and all levels of equipment and materials(white to epic) can be acquired in game via questing, battegrounds, auction and world drops.

PvE experience and PvP rankings unaffected by this system? Smashing. But since you admit that the system is fraught with misconceptions, how about some in-depth explanation?

Black Gold Online records a loot index, measured by in-game actions like questing, killing, bosses, etc, and assigns the player a color. Every hour, that index is attributed to a save, which the player can only have a certain amount of, which then transforms into a Vial of Time whose quality is based on the color of the time index. That vial can then be acquired by the player for free or by purchasing with credits (RMT), or it can be sold on the Time Exchange to other players for their credits.

“We’re refining this new system and our top priority is develop a transparent and accepted F2P model for the North American audience.”

If the idea is so transparent, why do I still have no idea what is going on? Maybe it is just me, and this makes sense to everyone else, but the news story to make the system “transparent” runs in circles, goes nowhere, and not only hasn’t answered a single question I have about Black Gold’s loot system, it raises even more questions about Time Index, save slots, free vs paid, etc.

My understanding of the system is this: You play the game with no subscriptions or cash shop, and you fight stuff and quest and kill bosses and other players. During your play, you obtain loot as you would in any other game, but your activity contributes to a bonus chest that becomes available every hour. This chest is filled with even more random loot based on the quality of your activity, and you can opt to use one of your free saves (two per day according to the article), buy the chest, or sell it for credits to spend toward future chests. You have limited space for these chests, so you have to deal with them before another chest overrides that space.

Am I anywhere close to the target on this one? Can someone explain this in a way that doesn’t make them sound like they’re selling time shares?

(Source: Black Gold Online)