MMOrning Shots: Skara'd Of The Dark


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Today’s MMOrning Shot comes to us from Skara: The Blade Remains. I had the opportunity to do a bit of sparring on a very early version of Skara, and while the game is still has a very long way to go, it already looks fantastic on the Unreal Engine 4. You can check out Skara’s Kickstarter page at the following link.

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

MMOments: Neverwinter Key Test


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Neverwinter is a game that I’ve had quite a bit of fun in lately. Between the game’s constant events, my slow progress of leveling up my character, and distractions of daily life preventing me from playing too much, I finally managed to nearly hit the game’s level cap. As I write this, I’m sitting at around 75% of the way between level 59 and 60, and I figured why not put some money down and buy a bundle of keys just to see what I can get. For the record, I’ve spent $20 bucks on Neverwinter altogether so far. I used it to buy a bag of holding and some profession packs about six months ago.

With that in mind, I have never bought keys for lockboxes in an MMO (not counting Team Fortress 2), and I’m actually pretty intrigued as to what I’ll get. Aside from a whole box of disappointment, I’m not expecting much. The bundle of ten keys cost $11 bucks.

  • Box #1
    • 9 Tarmalune Trade Bars: Currency for the trade bar merchant. Most things cost between 500-1,000 bars.
    • 1 Corrupted Strongbox of Enchantments: I opened a lockbox and found another lockbox. This one contained a lesser plague fire enchantment.
  • Box #2
    • 6 Tarmalune Trade Bars: Oh goody.
    • Companion Fortification Kit: Another lockbox within a lockbox. This one contained runestones.
  • Box #3
    • Reghed Barbaric Relic: This is something that is used in the Icewind Dale campaign. I haven’t gotten that far in the quest line yet.
    • 6 Tarmalune Trade Bars: Oh joy.
  • Box #4
    • Iron Strongbox of Enchantments: It contained enchantments. None of them any good.
    • 5 Tarmalune Trade Bars: More of them.
  • Box #5
    • Planar Idol: Exchange this for an astral resonator which can be used to extract astral diamonds.
    • 4 Tarmalune Trade Bars
  • Box #6
    • Priceless Thayan Antiquity: Can exchange at a merchant.
    • 8 Tharmalune Trade Bars
  • Box #7
    • Priceless Thayan Antiquity
    • 4 Tharmalune Trade Bars
  • Box #8
    • Priceless Thayan Antiquity
    • 3 Tharmalune Trade Bars
  • Box #9
    • Artifact Provisions Pack: Contains stuff for refining runestones.
    • 4 Tharmalune trade bars.
  • Box #10
    • Corrupted Strongbox of Enchantments
    • 10 Tharmalune Bars

So there you have it. A whole lot of nothing. I coulda had a V8.

MMOrning Shots: No Titles


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Today’s MMOrning Shots comes to us from Lego Minifigures Online, currently in open beta. Check it out at http://www.playminifigures.com/en

Click up MMOrning Shots every Monday, Wednesday, and Friday.

The Eventual Removal of Evolution of Combat?


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Evolution of Combat was introduced to RuneScape on November 20th, 2012. A massive undertaking and equally dramatic shift in gameplay for the eleven year old MMO, Evolution of Combat introduced abilities, a hotbar, dual wielding, new equipment, and altered how creatures in the world needed to be fought. New items were introduced and many spells and other items were removed entirely or rendered useless by changes to how the game balanced combat. As one might expect when a game implements such a radical change, an indeterminate number of players up and quit.

Nearly two years have passed and Jagex has slowly working to bring those players back. Old School RuneScape was introduced at the end of February, a snapshot version of RuneScape culled from 2007, long before the introduction of features such as the Evolution of Combat, Grand Exchange auction house, or microtransactions. To move even further, Jagex announced that further content on Old School would be sourced directly from the community and put up to a vote before it would be implemented.

On the RuneScape 3 front, Jagex implemented a combat mode called “momentum” which was meant to replace abilities in regular encounters with monsters, by boosting offensive and defensive stats. Revolution was later added that is similar to momentum, however this mode automatically activates abilities, allowing the player to play somewhat like they did prior to Evolution of Combat.

The latest update to bring back players from pre-Evolution of Combat is Legacy Mode, but Legacy does more than simply automate a player’s combat. Legacy Mode was voted in with an 81% (200 thousand votes) majority. The mode reintroduces the old user interface and completely removes the abilities for people who choose it (unlike Revolution/Momentum which automates or ignores abilities). For all players, the maximum combat level has been reconfigured to its old cap of 138 (as opposed to 200), and weapon-specific special attacks are being reintroduced. Damage output and experience rates are supposed to be lower on Legacy Mode, but “near optimum” in comparison according to Jagex.

A few people have emailed me asking if I think that Jagex will remove Evolution of Combat altogether, and my prediction is to wait and see on legacy mode. 81% of the community wanted legacy mode introduced, and that doesn’t count those who quit due to Evolution of Combat and didn’t vote. I think what Jagex will do is iterate on legacy mode to become just as viable as using abilities and, should  the time ever come where not enough people are using Evolution of Combat to justify the resources spent on updating both systems, it might be removed entirely.

For right now, however, Jagex wants to appeal to both crowds.

MMOrning Shots: World of Speed


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Today’s MMOrning Shot comes from World of Speed, which looks incredible. World of Speed is a racing game set to launch later this year and will be free to play with microtransactions.

Speed your way through MMOrning Shots every Monday, Wednesday, and Friday.

Missing Worlds Media Talks: City of Titans


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The story behind Missing Worlds Media and City of Titans is one of true inspiration and dedication. When NCSoft announced that City of Heroes would sunset along with Paragon Studios, members of the community rose up to answer the call to action. By the time City of Heroes shut down for its final maintenance, plans were already underway on several spiritual sequels to fill in the empty void of super hero MMOs. The subject of today’s discussion is City of Titans, code-named The Phoenix Project, under development by Missing Worlds Media.

Last year, Missing Worlds Media put their project to the test, via a Kickstarter campaign to raise funds to purchase software and license engines. The team is made up of volunteers who initially met up to try and save City of Heroes, and then turned their focus on creating a new home. The Kickstarter was a massive success, bringing in $680,000 compared to the $320,000 goal.

I managed to sit down with a few members of the Missing Worlds Media team: War Cabbit, Nate ‘Dr. Tyche’ Downes (Tech Lead), Timothy Ross (Writing Lead), and William Strickland. Not all of those are real names. Thank you to everyone from Missing Worlds Media for taking the time to come talk to us.

Connor: So how big is Missing Worlds Media right now?
Nate Downes: We have 83 active members, with 144 people total volunteered.
War Cabbit: Eighty five as soon as two people respond.
Timothy Ross: The number is not set, of course.  We have slowed recruiting down, but not ended it.
War Cabbit: We are, I confess, always looking for experienced 3D people who are willing to assist with the project.

Co: How do you collaborate without an office?
TR: We use a number of different remote services to work together.
WC: We have a chat server, which really keeps us tightly connected, we have a document server, a code repository, a graphics repository, and a game server.
TR: You can imagine the amount of money we save by not having to pay rent on a physical building, not to mention working out transportation and then STILL having to have remote systems for our people in, for instance, Bulgaria.

Co: Do you have any people on City of Titans that worked on other games?
TR: Many.
WC: Oh, certainly. From paper and pencil to computer.
WS: A few. You can tell by the way they jump when you drop something.

Co: Do you have any contact with the ex-developers from Paragon Studios?
ND: Informal. I had a biweekly D&D game with Castle, for example, and I’ve talked to Statesman at PAX Dev last year.
WC: Not technically – they’re forbidden. We have well wishes, the occasional shout-out and a number backed us. That is, they can’t give us help with the project but if we didn’t have their blessing, we wouldn’t be where we are.

Co: How is the reaction to the new Unreal licensing deals? I’ve seen very mixed reactions especially among independent developers.
WC: Well, we’re not using it. Which is a darn good thing – it’d be ruinous to a group our size, per-person. Our licence got set up three months before they announced that.
ND: Their licensing for new clients is a boon for independent small-team developers.
Co: So the monthly fee is per person on the project?
WC: Something like, if I recall. Nate?
NC: At least per-person working with the engine directly. As our goal is to have everyone working with the engine on one level or another, this could get very pricey for us.
WC: You get six-eight programmers, it can add up. It’s great for single-person tinkering, though.

Co: Has the Unreal 4 engine been smooth to work with so far?
WC: It’s beautiful.
TR: It has exceeded all of my personal expectations so far.
WC: It’s like getting your hands on a Rolls Royce. Damn thing is machined.
WS: It’s also friendly, and the Epic staff have also been friendly. It’s almost like they want people to actually buy and use their engine, or something.

Co:  Unreal 4 has better systems for types of damage, if I’ve been reading correctly.
TR: Not just damage, but it really pushes the envelope for what a game can deliver.
WC: It does. It is a ten or fifteen year platform – which is perfect for us. I’m dead serious about treating City of Titans and Missing Worlds Media as something like Marvel Comics – we are here for the long term. We can keep pushing it for the MMO’s lifetime. We may have to do CoT 2.0 and 3.0 sometime, but we’ll handle it.

Co: To what extent is City of Titans going to be procedurally generated?
WC: We intend to lay out the roads by hand, but have the ‘road’ itself, the grade, the turns, be procedural in nature – same for the train tracks and power lines. We’re going to design the character of our neighborhoods, and then procedurally generate the blocks. There will be individual landmarks that we want exactly so and will build ourselves. Eighty percent of any average location will be a procedural block. If we can get it working finely enough to make procedural mission maps that always make sense, I’ll be even happier.
TR: And if we run into problems, we may be able to fix the rough spots the old fashioned way.

Co: You’ve ended preproduction, correct? What does that mean?
ND: No, we’re ending it. Last few bits need to be finished up.
WC: When it ends, we are essentially ‘building the game’ and no longer ‘designing the game’.
TR: Among other things, it means we are now building the systems that will make actually building the world not only much easier, but probably actually fun.

Co: Going on to content for a minute. How are the roles set up? There are five primaries and multiple secondaries for each?
WC: We have a number of primaries and a number of secondary options. By mixing and matching them, we create classes. At the moment, at launch, we are going to have five classes, created by the intersect of primary and secondary.
TR: Where it gets fun is the modular mixing and matching with secondaries, which results in what we call Classifications.
WC: To simplify: Scrapper would be Melee/Defense, Tank would be Defense/Melee. If you choose the right Masteries, of course.
TR: Melee is the Role.  Melee/Defense is the Classification (but it will have a better name).  That Classification would have 5 power sets at launch.

Co: The community is very dedicated and supportive, I’ve noticed.
TR: We love our community.
WS: We ARE our community.
WC: That’s the best thing we brought over from CoH. A very strong culture of helping each other.
TR: And we fully welcome all of the great folk out there who never had a chance to play CoH, and even those who never wanted to. Besides the fact that this is a great time for superheroes in a lot of different media.  Who hasn’t watched The Avengers and thought, “I want to DO that!”  Including people who have never played an MMO.

Co: When are you looking at a release?
ND: Release, likely in 2016. But accessible beta, late 2015.
WC: And costume creator before that.

Co: And one more question before I guess we can call it a wrap. Is there, or will there, be a way for people to pledge who missed out on the Kickstarter?
ND: We have been discussing a second-chance opportunity for those people, yes. We want to finish getting the people who did pledge with Kickstarter processed first.

Co: Thank you for taking the time to answer some questions.
ND: Anytime.
WC: Been a pleasure.
TR: Talk to us anytime.
WS: Thanks for having us, Connor.

Check out City of Titans at the official website.

MMOrning Shots: What You Did


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Today’s MMOrning Shots comes from The Secret World, where I am currently taking orders from a voice over a laptop. If the Orochi are good at one thing, it is dying.

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

MMOrning Shots: Iron Man


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Today’s MMOrning Shot comes to us from Marvel Heroes. I finally got my hands on Iron Man, which is great considering I have two extra costumes for him. The first (left to right) is the default armor, followed by the Shotgun Armor, and the Heartbreaker Amor costume. I believe you can still unlock the third by entering the code IM3HRTBREAKER on the Marvel Heroes account page.

Comic book reference every Monday, Wednesday, and Friday.

MMOrning Shots: Marvel Heroes 2015


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Today’s MMOrning Shot comes to us from Marvel Heroes and is one cool looking poster. Marvel Heroes 2015 is meant to showcase how far the game has come in the last year.

Do justice for MMOrning Shots every Monday, Wednesday, and Friday.

Perfect World Entertainment Posts Strong Growth


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Perfect World Entertainment has posted their most recent quarterly income, showing a strong growth in the first quarter of 2014 despite lowered promotional activity. Revenue for the international publisher amounted to $124 million, down 2.5% from the previous quarter but going along overall with a 44% annual growth. The mobile sector of Perfect World Entertainment grew from 10% of overall revenue to 15% last quarter, thanks in part to the 3D mobile RPG Fantasy of the Immortals.

The publisher is set to increase revenues thanks to their deal to publish Dota 2 and Neverwinter in China, both of which are expected to launch this year. Neverwinter is also expanding several titles in its library to more territories, including the Portuguese version of Neverwinter which launched in Brazil earlier this year. Revenue for the second quarter is expected to rise around five percent, thanks to upcoming launches in China.

(Source: PWE income report)