The Mummy Online Shutting Down Today


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There are teenagers today who were not alive when The Mummy first released, yet have enough sense to tell you what a horrible idea licensing the franchise was for a video game, let alone an MMO. Even 2010 Omali, a pea-brained simpleton who believed anything was viable with enough heart, thought that this was a bad idea. No, The Mummy Online was most likely conceived in the same fashion as many dying properties. Someone decided to jump on board the train, figuring it had one good run left in it before the franchise was worthless, or the creators were willing to sell it out for pennies on the dollar in the hopes that maybe someone would pay attention and remember that they exist.

And much like its film counterpart, The Mummy Online went directly to the bottom of the bargain bin, never to be seen again. The beta servers went live on December 7th, 2011 and the last content update rolled out March 16th, 2012, giving the game a life cycle of three months from public access to maintenance mode. After a good year and a half of the game acting as a digital dust collector, Bigpoint will finally pull the plug today.

As you will have noticed during the past few months, there have been less and less players online to play with and no new features have been added to the game recently. This is why we’ve decided to put more effort into the games that already have a large active fan base, and make them even more awesome with the resources we have.

While we’re on topic, I’m looking for a beta invite to that Milli Vanilli MMO if anyone has a key to spare.

(Source: Bigpoint)

Lost GTA Online Characters Are Gone For Good


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Last week saw a patch roll out for Grand Theft Auto Online to fix a rather nasty bug resulting in characters not being displayed. When the bug first popped up, Rockstar acted quickly and warned users not to create new characters in the missing slots. In a followup comment posted just a few days ago, Rockstar Games has revealed that the characters lost due to the bug can not be recovered.

For those asking about their lost characters or rank, those will not be able to be restored so we sincerely hope that this cash stimulus we’re giving out this month will help you get back on your feet or to make your new life in Los Santos & Blaine extra sweet.

To compensate players for launch issues, lost characters, and lost vehicles, Rockstar is giving half a million dollars to anyone who plays GTA Online in October. The money will be doled out in two halves, with the first dropping this week and the second by the end of the month.

(Source: Rockstar Blog)

Star Citizen Raises Lods of Emone


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I don’t think anyone could have imagined just how successful Star Citizen’s funding drive would be. In the year since Cloud Imperium Games opened their doors and invited in a mass of crowdsourced investment, the fledgling space MMO has raised nearly twenty two million dollars, and stands to blow through every single one of the developer’s stretch goals. Thanks to the community, a whole host of new content has been made possible including a variety of new ships, new missions, extra detail in ships and hangers, new star systems, mod tools, simulations, HUD options, professional motion capture, a full orchestral score, territory control, first person combat on planets, salvaging, with facial capture and yet another ship on the way as additional rewards.

Rumor has it that the $25 million stretch goal is building MMO Fallout a new website. No? It was worth a shot.

(Source: Star Citizen)

Rockstar Giving Every Player $500,000 For Their Troubles


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What? You didn’t think that was in real money, did you? Grand Theft Auto Online has no doubt had an MMO’s worth of launch issues: cars going missing, characters being deleted, progress not being recorded, etc. As Rockstar Games continues to smooth out bugs and issue patches, the company has revealed that they will be compensating users with half a million bucks to be distributed in two bundles over the course of the next few weeks. All you have to do is play GTA Online at some point in October to qualify for the money, as well as updating the game to patch 1.04 or above.

Grand Theft Auto Online is currently free for all people who buy GTAV, and Rockstar plans on gradually changing the game into its own world with its own gameplay mechanics, locations, and more.

(Source: Rockstar Blog)

Path of Exile Exits Beta Mode October 23rd


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Path of Exile is finally ready to shed off its skin of being in fake-beta mode (no wipes, open cash shop) with an official launch on October 23rd. Alongside its official release, Path of Exile will also be coming to everyone’s favorite digital download location: uPlay. Actually it will be launching on Steam, but uPlay is your favorite store, right? The launch of Path of Exile will also bring with it the release of the Scion, the seventh class to be made available. Unlike her fellow exiled souls, the Scion isn’t just a character you can jump in and play with. In fact, you can’t even choose her as a class until you find her out in the world. The Scion is the first in a line of prestige classes and will be more difficult to play than the others.

Players will also enjoy an addition to the game’s main story, as well as new zones and expansion on PvP and guild functionality. You can read more at Massively’s lengthy preview.

(Source: Massively.com)

City of Titans Kickstarter Hits 50% At Day One


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It is nearly 1:30am EST at the time of this writing. After just a day on Kickstarter, Missing Worlds Media’s funding drive for City of Titans has raked in over $150,000 with the money just pouring in. With success seemingly in the bag, Missing Worlds Media has 31 of its 32 days left to make up the remaining 50% of the goal. The team posted an update on the Kickstarter page noting their surprise at the reaction. So far 1,134 backers have pledged to the campaign.

We’ve been working on that teaser video pretty hard. But we’ve been working on all the individual parts in parallel. We’ve got some scenes we didn’t use, and I think you’ll like them. We’ll have another video or two for you, and maybe more and newer things to show you, in a week or two.

You can check out the City of Titans Kickstarter at the link below or follow the campaign on our sidebar all month.

(Source: Kickstarter)

Turbine's Billing Server Explodes, Issuing Refunds


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Turbine is in the process of issuing refunds after a major glitch caused a number of players to be charged multiple times for their subscriptions. The number of charges varies widely from player to player and bank to bank, with some reporting as little as a couple of extra charges and others reporting into the hundreds. The unfortunate collateral damage is that the multiple charges also seem to be setting off fraud alerts, resulting in the banks automatically freezing said accounts, while many customers whose banks did allow the charges were forced to watch their funds drop to zero or below. To make matters worse, this issue occurred on a Friday, meaning anyone whose bank account was drained/frozen will not have access to their money over the weekend and into midway through next week.

Turbine has posted a notice with a phone number, asking anyone who is hit by penalties or fees due to the charges to call them. The developer is in the middle of processing refunds for the erroneous charges.

If you do not see the refund on your statement after a few days, if you incurred any penalties due to the charges, or if you need further assistance with your account or billing, our Customer Service Agents will be happy to take care of you. You can get in touch with Account Support by going to support.turbine.com, then clicking on “Support Center” and “Submit a Ticket.” Players can also contact Account Support toll-free at 1-855-WBGAMES (Account Support Hours: 10am – 7pm Eastern Time 7 days a week (GMT -5).)

MMO Fallout recommends that any players who were affected immediately contact their banks, as well as any companies who will be expecting a payment from you over the next week to explain the situation and hopefully come to an agreement. Be proactive, it isn’t a guarantee but you’ll come out a lot better than if you just wait for them to contact you. Customers who feel that they have been severely damaged (and I emphasize severely) by this billing error, whether it be damage to your credit score, heavy late fees or interest rate hikes due to late payments, etc, should take a look at the following guides on filing a complaint with the Federal Trade Commission, the Federal Reserve, the IC3, and check the following list on how to contact your state’s Attorney General.

(Source: Turbine)

Diablo III's Auction House Shutting Down


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Ding dong, the witch is dead. Ever since the idea was first revealed by Blizzard, the auction house in Diablo III has been readily panned by players for undermining the core gameplay of killing a load of things to amass a load of stuff. In a surprise announcement, Blizzard has announced that the auction houses, both real money and the fake kind, will be shut down on March 18th, 2014.

When we initially designed and implemented the auction houses, the driving goal was to provide a convenient and secure system for trades. But as we’ve mentioned on different occasions, it became increasingly clear that despite the benefits of the AH system and the fact that many players around the world use it, it ultimately undermines Diablo’s core game play: kill monsters to get cool loot. With that in mind, we want to let everyone know that we’ve decided to remove the gold and real-money auction house system from Diablo III.

The update will go hand in hand with the Loot 2.0 system coming with the first Diablo III expansion.

(Source: Diablo III)

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)

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.

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