[Website] Update On Comment System


Good news everyone!

Normally I don’t report on website updates, but I feel that this is large enough to warrant a note. Generally MMO Fallout doesn’t get a lot of comments, and I think I’ve figured out why. As the folks from the Save City of Heroes group have pointed out, the Bad Behavior plugin I had installed when I transitioned MMO Fallout from a wordpress.com host to its own server (back in February), had been flagging real people as spam bots and not allowing them to post at all, and in some cases not even access the website. After some careful deliberation, I decided that Bad Behavior wasn’t doing its job, and the role of spam-detection has been handed over to Akismet full time.

I’ve been able to tweak the comment system to a much finer point than it was before, and have removed some limitations, and the experiment appears to be a success. Spam is still getting caught, but all comments should now be immediately approved by the system instead of requiring me to go through them by hand. As always, I try to keep the comment system as open as possible. There is no requirement to register, you don’t even have to fill out the username/email box.

This update actually went into effect last week before I left for Comic Con. I wanted to leave the comment system to itself for a few days to make sure everything was running smoothly before announcing anything.

Line of Defense Digital Comic Now Available


Line of Defense doesn’t release for a good while yet (first quarter of 2013), but that doesn’t mean you can’t brush up on the game’s lore before. Similar to Alganon, 3000AD has teamed up with DC Comics to create the first of three comic books for Line of Defense. With names like Brian Ching (Dark Horse Comics) and Ricardio Sanchez (Resident Evil, Aion, Telara comics). The Line of Defense comic sets up the story for the upcoming MMOFPS, in a seemingly never ending fight between the ruling Galactic Command and the rebelling insurgents over control of a planet and a super-weapon.

If you attended Comic Con or PAX, you were able to grab a physical copy. For the rest of us, however, the comic is being released through Comixology completely free of charge, provided you have the Comixology app. Alternatively, if you’d just like to read the comic in its .pdf/plain image format, check the link below.

(Source: Line of Defense)

Comic Con Hands On: Marvel Heroes


When thinking about Marvel Heroes, I want you to remember one name: David Brevik. If you already know who David Brevik is, then my mention of his name should automatically make you think of Diablo, and that is where I would like to begin. For a while now, you may have heard of Marvel: Heroes be referred to as “Marvel Ultimate Alliance Online.” It isn’t, at least in the sense that the two don’t carry much resemblance. Instead, I think it would be more suitable to think of Heroes as the spiritual successor to Diablo. Born of the same mind, and although vastly different in many ways, it feels quite familiar.

As I’ve already mentioned, I had an opportunity to head over to New York Comic Con, and I made a note of going to the Marvel: Heroes booth and taking the game for a couple of spins. And the folks handing out cards and helping out players wanted me to be absolutely clear: Marvel: Heroes is completely free to play, and not at all pay to win. You don’t have to pay to continue through the story, you won’t have to pay to unlock heroes, and you won’t have to worry about pay to win equipment.

The demo I was able to play was rather short, a condensed version of the level that took about ten minutes to play through. Starting out on the rooftop of a city building, I was given a quest to head down into the subway and defeat Electro. Down in the city below, I took to the streets with my fellow heroes (with usernames like NYCC19), on an expansive but linear street filled with gang members. Along the way, our heroes grouped up momentarily to take down Shocker, who cut through our group of newbie players like a hot knife through butter. But through diligence (and an incredibly lenient revival system for the sake of the demo), we managed to take him down.

Heading into the sewer, I found myself in one of Marvel’s instanced areas. It was just Electro, myself, and a whole bunch of grunts in the way. The inspiration that Marvel: Heroes draws from Diablo is obvious, the player moves around by clicking the left mouse button on the scenery, which also translates to the character’s primary attack. Each character has a secondary attack made possible with the right mouse button, and additional powers that are unlocked and used with the ASDF keys.

The game looks fantastic, and handles just as fluidly. Heroes handle pretty much just like you’d expect them to. For instance, Tony Stark is more suited to ranged combat, and while he isn’t afraid to get down and dirty, I wouldn’t recommend staying in melee distance for too long. The Hulk doesn’t have much on the side of ranged combat, but he does have a knack for smashing things. And Deadpool carries both his trademark swords and pistols, making him useful in melee or ranged situations. In total there will be a few dozen heroes to choose from, each with a massive range of costumes, with the possibility of more heroes post-launch.

Overall, Marvel: Heroes is turning out to be a great game. I’ll be looking forward to covering the game as it progresses closer to launch.

Another Set Of Titles Greenlit On Steam


 

Heroes & Generals

Heroes and Generals was actually Greenlit the previous time around, but since it was the only MMO at the time to be approved, I feel it warrants another look. Heroes & Generals is an upcoming MMOFPS by Reto-Moto. The game is an open world, free to play title set in World War 2, and mashes together first person shooter with real time strategy. Players on the ground take care of the assault while those higher up in command view the battlefield from a top down perspective and order strategic movements. Reto-Moto is made up of the original founders of IO Interactive, the minds behind the Hitman and Freedom Fighters games.

Heroes & Generals is currently in development and not set for release for some time. Players are able to sign up for a beta key at the main website.

Perpetuum

You likely already know about Perpetuum Online. Like a few of the other games on Greenlight, Perpetuum Online has already launched and has been available for quite some time. Sometimes referred to as Eve Online on the ground, Perpetuum is a single-server, sandbox MMO that focuses on players controlling highly customizable mechs in order to compete over the land, the resources, and the environment. Just like Eve Online, players are able to purchase and trade subscription items (PLEX) which would allow a player to play Perpetuum free of charge as long as they can make enough money.

Everything is manufactured by players, along with player-built settlements. The environment can be terraformed, and character progression is based on time rather than grind.

Ultima Online Ask & Answer #6


Ultima Online has published the sixth Ask & Answer and there are some interesting questions for gamers, regardless of whether you play Ultima Online or not. For instance, did you know Ultima Online doesn’t have a full personal message system in place? The team is working on one, according to the Q&A. In addition to upgrading the game’s personal message system, there are plans in the works to add in new tools to help players find vendors in crowded cities. Unfortunately, once again the question of will there be a classic shard is a sound no.

There are a few more questions in the Q&A. Ultima Online recently celebrated its fifteenth year of service with the introduction of the new ruler of Britannia: Lord Blackthorn.

(Source: Ultima Online)

Falling Out #15: Special Apocalypse Edition


To be completely honest, the apocalypse won’t start until Valve prints the gold copy of Half Life 3, so we have at least another twenty years to live.

Thank you to oocities for the dungeon background.

Transformers Universe Comic Con Trailer Released


Jagex has released a new trailer for Transformers Universe. The trailer is made up 100% of in-game realtime footage, and shows off a bit of combat, travel by vehicle, and a few characters from each side. Transformers Online now has a release date of 2013.

Funcom Listens: The Secret World Receives Reticle Combat, Back End Engine Updates


The Secret World marks three months since launch, and while shakeups at Funcom have resulted in the team being moved around, the team is dedicated to keeping everything business as usual. In a continued effort to improve on the game, Funcom has been releasing near monthly “issues” updates, offering new quests and features. With the launch of Issue #4 on the horizon, new game director Joel Bylos has posted a letter from the director, detailing where he will be taking the game.

Starting with Issue #4, The Secret World will be treated to a much-requested feature, reticule combat. The update doesn’t radically change combat, and it is completely optional for players who might prefer the current system, but it is a welcome update regardless. Additionally, the Dreamworld Engine will be receiving some upgrades in the coming future to allow for more fluid animations. The upgrades will be used to improve player and NPC animations in The Secret World and Funcom’s future MMOs. The team is also looking into fixing up skills that have become filler.

More on The Secret World as it exists.

(Source: The Secret World)

Taco Tuesday: If I Could Turn Back TIme


It is Tuesday and that can only mean one thing. I am either neglecting my patients for the delicious meat-stuffed corn tortillas down in the cafeteria. One of the greatest, or perhaps the greatest, fifty two days of the year. Taco Tuesday is where we get together to reminisce, throw together new ideas, or even think about how we would improve on those we’ve already made. Now if you hadn’t already figured since I make a weekly column about it: I love tacos. Soft shell, hard shell, with the fixings, steak, chicken, fish, venison, vegetarian, really it doesn’t matter. What I don’t like is when the chef prepares a delicious sauce made of rat poison and then decides to apply it to my food after I have already bought it. No refunds.

So for this week, I’d like to talk about various “events” that should have been thrown out while still just a thought in someone’s brain.

5. Planetside: Core Combat

It isn’t often that an expansion can actually damage the game it is attached to, but Core Combat managed to pull it off anyway. Core Combat introduced the idea of caverns, underground areas that could only be accessed by constantly active/inactive portals, where players would battle it out over ancient technology. By capturing nodes in the field below, players were then able to bring those modules up to the surface and gain access to equipment that placed them above their standard, non-alien tech using foe.

The caverns in Core Combat were a pain to get to, a pain to navigate through (a series of small floating bases connected by zip lines), all for a reward that wasn’t really worth the effort. And as a result, the caverns below each planet were about as populated as before the expansion went public: Zero.

4. Allods Online And Its Cash Shop

I remember years ago calling Allods Online as the Free To Play World of Warcraft, and for what its worth I still think the game had a shot at winning that title. Playing in the beta all those years back, Allods Online offered for the subscriptionless crowd exactly what World of Warcraft offered for the subscription crowd back in 2004, and we loved it. Allods Online had depth, the content was polished and the game looked great to boot. And the content promised by gPotato had us foaming at the mouths.

And then the cash shop was introduced. One mistake after another, from inflating prices 10x between Russia and North America/Europe to the whole system of “pay us when you die,” mechanic, the combined powers of Astrum Nival and gPotato managed to not just make poor decisions for the game’s cash shop, but both developers ganged up on their PR departments and made a note of beating them to a bloody pulp. In the case of the Fear of Death mechanic, Astrum Nival portrayed an astounding ability to learn absolutely nothing from its community, and replace the temporary debuff with a permanent debuff. Needless to say, Astrum Nival learned its lesson, but not before Allods Online had relinquished its title as the next World of Warcraft, and set fire to that massive pile of money that the community was just waiting to hand over.

So where do we find ourselves in 2012? Allods Online is a great game, now that many of the cash shop problems have been ironed out. Unfortunately, the game has burned so many bridges that its once-loyal fans aren’t coming back.

3. Jagex And The Great Fansite Lawsuit

I’ve always said Jagex has had an interesting relationship with its community. In the eleven years since RuneScape’s inception, much of that time has been one arm over the shoulder, the other holding a gun to the customer’s back. Sure, the Jagex of old appreciated fans creating websites, but if you mentioned one you could be permanently muted. The old Jagex that held Q&A’s with its community to fight off the idea that they were closed, but the Q&A could predictably hold more than half of the answers being “I can’t answer that now,” with nothing of substance stated. While Jagex has improved its community relations exponentially under Mark Gerhard, there are still old wounds yet to be closed.

But Jagex’s lowest point in PR has to be in 2006 when Tip.It published an article titled Biased Banning Raises Brows. The article sharply criticized Jagex’s banning policy, from vague bans for apparent advertising and inappropriate conduct, to banning families/friends playing on separate computers from the same house (and thus the same IP address), accusing them of being one person multi-boxing. The article also discussed the banning of players with names that would make sense in other languages, but might sound inappropriate when directly spoken in English, and Jagex’s policy of allowing accounts to exist for months, if not years, before banning them without warning and without the ability to change their names. On Tip.It, the article generated quite a bit of discussion with players offering their own stories of over-the-top permanent bans for minor offenses, or misunderstandings on Jagex’s part (banning one player for impersonating a moderator, the person in question simply expressing a desire to one day become a moderator).

So how did Jagex respond to the thread? With grace. Founder Andrew Gower showed up on the Tip.It forums to deny the claims in person. Oh and he threatened to sue the author for libel.

We are considering legal action against the author of this article on the basis of libel. It would be within the author of this articles interest to remove it and contact us immediately.

Now RuneScape was too big by 2006 and this event was too isolated to cause any PR damage, but I like to think Andrew Gower might regret having flown off the handle and seriously considered launching a frivolous lawsuit for the purpose of shutting up some random guy on the internet.

2. Monte Crisco Asks For Subscription

Of course I’m talking about Cities XL, a game some of you may not remember. Cities XL was a city building MMO by Monte Crisco, allowing players to choose between playing online or playing offline, with various perks and setbacks for either play mode. Players online were able to trade resources between cities, work together to build monuments, and generally accomplish what Sim City had not yet attempted. Then Monte Crisco added a subscription.

In order to play online, Cities XL required a subscription fee. The service itself was nowhere near worth the $10 a month Monte Crisco expected players to fork up for the ability to trade between cities, and lose their cities should they stop paying. Cities XL released during that period where multiple different types of products were attempting to launch with subscriptions attached, and like many of its fellow experiments, when it died it left a bankrupt developer. Monte Crisco went bankrupt and the sequel, Cities XL 2012, was developed by Focus Home Interactive.

1. Announcing MMOs Too Early

I bet you thought #1 would be about Star Wars Galaxies didn’t you? Well Galaxies is dead and that issue has been beaten to death. I want to talk about vaporware, in the sense that some MMOs are announced way too early, and the developer either attempts to hype it up all the way to release, or they go silent for the following decade and everyone assumes that they’ve died at the computer screen from malnourishment. Take Darkfall for instance. Darkfall was originally announced in 2001 and released in 2009. Funcom originally announced Anarchy Online’s new engine upgrade in 2007, and Half Life 2: Episode 3 was supposed to be finished five years ago.

Point being: It is important to have a game in a realistic state before you begin talking about it.