AD2460 Going Free To Play December 7th


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Norwegian developer Fifth Season AS has announced that their browser MMO AD2460 will be heading free to play this month. Until the update goes into effect on December 7th, new players are encouraged to take advantage of the game’s 15 day free trial to get started. The business model change will go up alongside the deployment of Patch 7.

In place of a subscription, Fifth Season has promised that the game will not see the introduction of ‘pay to win’ features.

Fifth Season has always been very clear in their stance against “pay-to-win” so even though the game now goes “free-to-play” it will have no elements of “pay-to-win”. The elements one can spend money on will all be based around added fun and customization. Such features include facial and graphical commander elements, placing bounties on your opponents and “War-Games” where you can challenge opponents for practice or fun without risking losing your fleets. It is anticipated that all of these features will be expanded upon throughout future patches as well.

(Source: Fifth Season press release)

Heroes & Generals Will Drop Support For Windows XP


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If you play Heroes & Generals and your computer still operates on Windows XP, at least one of those two will no longer be the case in the coming months. The latest update to Heroes & Generals, dubbed the Zhukov Armored Ambush update, dropped today introducing new vehicles, new weapons, and various tweaks and anti-cheat updates. In addition, the folks at Reto Moto announced that this update will be the last to support Windows XP.

This will be the last update supporting Windows XP. Microsoft ended their support in April 2014, so there has not been any security etc. updates for more than one and a half years. So, if you’re still running XP now is the time to upgrade as the next update to Heroes & Generals (in early 2016) will no longer be playable on Windows XP.

Players have until next release to update their operating system or find a new game.

(Source: Heroes & Generals)

Beta Perspective: Paladins


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Hi-Rez Studios is one of those “follow the trend” developers, one that doesn’t seem to have an explicit purpose like Treyarch (first person shooters), Obsidian Entertainment (role playing games), or Sergey Titov (shovelware). Instead, the company’s development history can be summed up as whatever seems to be most popular at the time, with its first two ventures turning out to be financial sinkers. With the success of Smite on PC and Xbox One, it was likely guaranteed that Hi-Rez’s next product would be something along those same lines. Introduce Paladins.

I like to think of Paladins as the love child of Team Fortress 2, Smite, and Hearthstone. The game is a Frankenstein’s monster mash of first person shooting, MOBA objectives, with a splash of collectible card game customization that keeps people awake (and spending money) on Hearthstone.

First, the SMITE part. The meat of Paladins plays out nearly exactly like its MOBA counterpart (at least in the one game mode currently available), with two teams of five players of unique class fighting for control of capture points. The team that captures said point spawns a siege weapon of incredible strength that lumbers towards the enemy base. With the help of the siege weapon, the team must knock down two layers of base defense before destroying the core itself and claiming victory. Once the siege weapon is destroyed, the timer restarts and a new point opens.

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Paladin’s characters are bound to be familiar to anyone with MOBA experience. You have the turret and shield-laying engineer-type, the bow-wielding ranger scout that can reveal hidden enemies, the healing paladin, the tank, etc. Each class has three powers plus a mount to allow for faster travel around the map, and even the maps themselves seem to be structured similar to the three-lane system present in MOBAs.

But where Paladins is similar to SMITE, it is equally different. Like any other first person shooter, you have to aim your attacks. You won’t find trash mobs to grind money and experience on, in fact there is no money as the inventory and item shop didn’t make the roll over either. Rather, players can gain points through capturing objectives, dealing damage, and defeating enemies, in addition to a rolling experience that keeps poorer performing players from falling too far out of the loop. Finally, the level cap is 5, with much of the power difference coming from cards that become available as you level up.

The Hearthstone level of customization is ultimately what sets Paladins worlds apart from MOBAs and other team-based first person shooters. In one match I was able to turn my archer into a mean green killing machine, not only capable of landing major hits that slowed down targets, but healed me at the same time. My engineer in another match was capable of a shield turret combo that healed me while the shield damaged anyone who dared to get too close.

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I also have to hand it to Hi-Rez for adding in a casual version of the game to even the playing field. The standard game mode doesn’t allow you to choose which cards you go into battle with, instead picking them randomly out of your inventory. It’s a nice idea to keep the game fair for everyone, rather than forcing newer players to go up against seasoned veterans with stacked decks, but the effect can be frustrating. While the game is still being heavily balanced, the game mode does make it possible to go into battle with none of your useful cards.

The more you play Paladins, the more you unlock cards, and the more tinkering you can do with each individual character. I heavily enjoyed my time playing in the beta so far, and look forward to the new characters and game modes that will be coming out in the coming months.

As with previous Hi-Rez games, you can nab a beta key by buying a founder’s pack ($20), by registering for the beta, or by begging someone in the community for one of their extra invitations.

Get Games Cheap: Thanksgiving Digital Sales


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Thanksgiving is upon us and while this is traditionally an American holiday, there is no reason that everyone can’t get something out of it.

(Editor’s note: Prices shown in USD. Sales/Games may not be available in all regions.)

There is also a ton of DLC on sale for your games.

  • Trion Worlds is running a host of Black Friday sales, on ArcheAge, Defiance, and Trove.
  • Save 25% off on Daybreak cash purchases as well as in-game sales on several Daybreak games.
  • 20% off of mounts and companions in Neverwinter.
  • Turbine is offering 85% off of the price of expansions in Dungeons & Dragons Online and Lord of the Rings Online.

Deadman Updates To Curb Griefing


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Deadman Mode, the hardcore pvp version of Old School RuneScape, has been updated with a small but substantial change to curb griefing. Following criticism from the community over ‘suiciding,’ the act of high level players attacking and killing low level players before guards can react, Jagex has altered how death works in guarded areas. Beginning today, players who die in a guarded area with a skull will lose 10% of the experience in protected skills. Those without a skull will not, however they will still lose 25% experience in unprotected skills.

The update has received mixed reactions, with some stating that the punishment isn’t severe enough and others pointing to the ease with which players can drop items before they die to retrieve them upon respawning. DarkScape had gone around this issue by making all items appear automatically when dropped.

(Source: Old School)

Grab Free Daily Veteran Bonus On Heroes & Generals


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Heroes & Generals is celebrating Thanksgiving with a membership giveaway. All you have to do is log in each day between November 26th and November 29th to receive one free code every day for the duration of the event. Each code is good for twenty four hours of veteran membership, delivered via in-game mail and redeemed with the “redeem voucher” button. For players who subscribed between September 1st and November 10th, they will be receiving a full 30 day membership to compensate for server issues.

(Source: Heroes & Generals)

Everquest Promises New Progression Server, Less Drama


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Daybreak Game Company has announced that the next progression server for Everquest, Phinigel, will not allow multi-boxing. Set to launch on December 9th, Phinigel will follow a strict schedule of one expansion release every ninety days, with no voting on the player side or manipulation from Daybreak. In addition, raids will have an instanced mode with an account-wide six and a half day lockout, alongside the open-world version of said bosses.

This is a server where each player will only be able to play on one EverQuest account from their computer. We want to encourage players to play with their friends on this server, and not just form groups of only their alts. If people are truly wanting to multi-box, they’ll have to do it the old fashioned way. Phinigel is a TRUE box server, which means in order to multi-box you’ll need a set-up that looks something like this:

While they’ve proven to be popular among players, Everquest’s two progression servers have not been without a good deal of controversy, not least of which were complaints of players using multiple accounts to make the game very easy and overcrowding in most areas of the game. Daybreak also made a large misstep in the decision to issue account suspensions (later overturned) to an entire guild of several hundred players because one single member was killing raid mobs out of guild rotation.

(Source: Everquest)

Jagex Talks: RuneScape Deadman Mode


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The past year or so has shown RuneScape to be one of the oddest games I’ve ever had to cover here at MMO Fallout. While traditional MMOs branch out with expansion packs, often times altering their names to match the latest version, RuneScape is one of the first that I’ve seen to actively spin itself off into new modes. Granted this has always been the case, with the original RuneScape existing alongside the updated version as RuneScape Classic, but what Jagex has done with these new titles is to create entirely separate entities, actively developed, with their own communities and economies.

Old School RuneScape popped up in 2013 with a crazy premise: Reboot the game as it was in late 2007 with active content development that would only be implemented if 75% of the (voting) community approved of it. In September this year, we saw the launch of DarkScape, a pvp-oriented mode with open fighting, multiple Grand Exchanges and banks, and a world very different than the one players were used to. Last month saw the launch of Deadman mode, a hardcore variant of Old School.

In Deadman mode, dying means not only losing the items in your inventory, but a notable amount of experience and a substantial number of items in your bank as well. Killing others is just as dangerous, as it means being stranded out in the open for a good half hour before you can get back into the safety of town, a marker over your head letting everyone know that you’re carrying goods on you.

I had a chance interview with Mat K, product manager for Old School RuneScape, to discuss how the game mode came to be, where it has been, and where it is going.

Connor: Deadman was community polled, correct?

Mat: That’s right, yea. When I started playing RuneScape back in 2004, and my wife introduced me to it, I sat there and thought you know what would be really good is if this game was a pvp game, there was pvp everywhere. Little did I know at the time it used to be back in classic, but it’s taken me ten, eleven years, but I finally got us a proper hardcore pvp version of the game out there, and it’s just great.

Connor: Was it difficult to pitch Deadman as something to put active developers on?

Mat: No, not at all. The biggest challenge for Deadman was the technical challenge behind actually making it work rather than the content challenge for content developer. Fortunately we’ve got Ian Gower on our team who does all the technical side of stuff, which we needed and he was up for it. It was a real big challenge for everybody but everybody wanted to make it work so they could see the value in it.

Connor: How closely connected are Deadman and Old School in terms of updates?

Mat: The way it currently works is that the basic game is going to be the same for both, so if we make an update on Old School that same update will be on Deadman as well. It doesn’t have to remain that way, we can put them on completely separate builds and develop them separately as things go forward, but right now it works on the same build mainly because it is easier for us to do it that way.

Connor: Do you see Deadman evolving into its own product the same way DarkScape was pitched?

Mat: It could do. Deadman’s been out for three weeks, it’s too early to say whether it will or it won’t. We’ve got the option to do it, and if it gets super big we can give it its own website and its own development team and everything else. But we don’t want to rush that too early, right now three weeks in we need to watch what’s going on to see how the players react to it, see what they’re doing in the long term, look at the viability of it in the long term, and if it needs more support we will do that, if it doesn’t then we won’t.

Connor: Speaking of players, has Deadman brought back players in the same way that Old School did?

Mat: Loads, and these players aren’t going anywhere else, they’re staying and playing the game which is wonderful.

Connor: So it does have good retention?

Mat: Absolutely. We’ve had hundreds of thousands of players and out of the core group of players who actually play the game, we’re talking a retention of over 90%. It shocked us when I got the report through today and I had to go back and double check it to make sure it was right, and it was so that’s how much it shocked us as well.

Connor: DarkScape was something that came out of Deadman, correct?

Mat: Not really. They were designed very separately. We had the idea first, we were developing what we wanted it to be and polling it through the community, and at the same time the same idea was going through RuneScape, can we make a pvp type of game work. They were developed completely independently and some of the mechanics we came up with arrived at completely separate places. So it wasn’t a result of Deadman mode, it arrived along the same sort of thinking.

Connor: From my own play time, it seemed that gold farmers were initially a problem but then disappeared. Is the Deadman environment too hostile?

Mat: There’s been no problem with gold farmers at all, there was a lot of noise on day one where I think they thought they could make a lot of money by selling stuff really expensively, but there’s been no large influx of bots at all since it came out. We track those numbers very carefully, it’s been much lower than we ever expected it to be. I think it’s because you just can’t farm gold in the game because you’d be killed doing it, if you tried to use a bot to do it you’d be dead in no time at all. It’s just not worth a bot farmer’s efforts to actually do that.

Connor: Have you seen a noticeable problem with players using mule accounts, alternate accounts to safely store items?

Mat: Not significantly, we’ve got some reports that run that as well. What a lot of people seem to be doing, we’re absolutely fine with, is they have multiple accounts that do multiple things. So you’ve got one account with a set of protected skills and another account with a different set of protected skills. They can trade between those accounts and move the items around there, that’s what most people seem to be doing, but mule accounts in themselves haven’t appeared yet.

Connor: Do you have any ideas for where the game is headed that you can share?

Mat: It all depends, we’re three weeks in, it is too early to say for sure where we’re going. We’ve got some great ideas of what we want to do, for example what we’re looking at doing next year is to run a tournament in Deadman worlds, so effectively we’ll create our own Deadman world for a four day long event, we’ll ramp up the exp so you’ll get ten, twenty times the exp, and throughout those four days we’ll start taking away the safe zones. At the end of the four days, we’ll put everybody in one spot, everybody will kill each other, and there will be a winner, and that winner will win a whole lot of cash.

The other big question that players are asking about is can we turn it into a seasonal thing? Again, that’s something we’re quite happy to do if it is the right thing to do, but three weeks in we don’t want to make those decisions yet because we don’t know how it’s going to be in another month’s time. We need to watch carefully, make the sensible decisions now, make the sensible changes now, but watch what the long term impact of making these changes will be and then we’ll make the decision.

Connor: What is the status of the Grand Exchange in Deadman mode?

Mat: There is no Grand Exchange in Deadman mode itself, what happens with the Grand Exchange in Old School is we take the value of items from that to work out the value of items when you die so players can get the most expensive items. We’ve got no plans to put the Grand Exchange into Deadman mode mainly because it will make the game too easy.

One of the core things we’re focusing on at the moment is to make sure that we’re supporting the players who want to play Deadman mode for what it is, so for the core group of players that is a very hardcore and difficult to play game and if you die you lose an awful lot of things. Now there’s some players that are coming to us and saying it’s too difficult, it’s too hard, but if we start looking at why people are not playing the game and are moving away to our other games, we then run the risk of turning Deadman into something that is too easy for our core group of players.

Connor: The game has been balanced where guards are more deadly, but there are also updates like health insurance. How do you decide what updates get polled, what goes past polling, and what isn’t up for debate?

Mat: The way we look at it, what is the best thing for the game long term. If there is an update which isn’t critical for the long term success of the game then we’re quite happy to poll it to the players and let it work out, but if it’s critical we have to make the decision of do we poll it to the players, will the players vote for it to start with, and then we can make that decision on a case by case basis, there is no hard rule.

For example, we made some changes to the death mechanics when people die in guarded zones, and that was something that was designed to stop a particular form of gameplay that was damaging to the game. So we made that change, we weren’t going to poll it because it was going to damage the game if we let it continue, and we will continue to do that. As long as it isn’t critical to the long term success of the game, we will poll the players on everything.

The hitpoint insurance, for example, was something that as far as we were concerned wasn’t going to be a major changeup to the game going forward. I think it was a good thing to have, but we let the players have the final decision on that one.

Connor: Do you keep stats on how much is being dropped and killed off of players?

Mat: We do, I can’t remember one off the top of my head. Everything in game is monitored so I have an analytic team that I send an email to and they come back to me with numbers, but we do monitor everything.

Connor: A few of the Jagex mods livestream Deadman mode. Do you as well?

Mat: Yes, I did it for the first week and it was very good fun. Nobody managed to kill me which was quite nice.

Connor: What is your greatest kill?

Mat: About twenty minutes chasing my wife all over the place until I finally killed her. We’ve got a very RuneScape family, I play it, my wife introduced me to it.

Connor: It sounds like many of the Jagex employees are people who have been playing the game for quite a while.

Mat: Everybody in the entire Old School team apart from Mod Gareth have played for ten years plus. We’ve all grown up with RuneScape and this is why we love doing what we’re doing, because this is a game we grew up with. None of us, apart from Ian obviously who started making it, thought we’d end up making the game that we loved playing, so it’s a dream come true for all of us.

I’d like to thank Mat K for taking the time out of his day to come talk to us about Deadman mode, and I would also like to thank everyone who put in the effort to make this interview possible.

RuneScape Deadman Mode Now Offers Health Insurance


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The only guarantee in Deadman life is death and taxes, and I’m not so sure about the taxes. Today’s update to the hardcore PvP mode makes it possible to buy health insurance, the option to pay to keep your health from going below a certain level upon death. HP insurance is a one time, nonrefundable payment to keep your health at 25, 50, and 75 respectively with the cost going up for each level.

A strange woman named Gelin has appeared in Lumbridge graveyard selling life insurance. For a reasonable price you can insure your hitpoint stat to guarantee that it will not fall below a certain level when you die in Deadman mode.

Health insurance was voted in by 83% of players in a poll earlier this month. Also included in today’s update is a major change to experience loss on death. Dying to a player while unskulled will now result in a 25% experience loss in unprotected skills rather than 50%.

(Source: RuneScape)

Dragon’s Prophet Shutters In America


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Dragon’s Prophet is no longer available for North American players, as Daybreak Game Company (formerly Sony Online Entertainment) has parted ways with developer Runewaker Entertainment. The shutdown was first announced last month with the notice that the game would continue operating as is in Europe and Asia as those regions are handled by different publishers. Players initially suspected that the game was set to shut down when it did not make its way into the All Access pass.

You can try to find the announcement on Daybreak’s website, but it looks like they took no time in obliterating the Dragon’s Prophet website, which is no longer present.

(Source: Dragon’s Prophet)