Not Massive: Direct2Drive’s “Trigger Warning” Sale Week


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Direct2Drive is running a sale this week dubbed the “Trigger Warning Week,” guaranteed to save between 50% and 80% on all titles. The library of games promises to be the “most inclusive, diverse, & empowering titles” available on PC. Among the list of games on sale, gamers can find Psychonauts, several Bioshock titles, Metro, Saint’s Row the Third, Borderlands, Deus Ex, among others.

While there are plenty of great games to grab, Duke Nukem Forever at its 75% off, $4.99 price tag should be considered armed and still overpriced for its quality.

(Source: Direct2Drive)

Derek Smart, Indie Devs, And Death Threats


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As those of you who follow my Twitter account (see right hand side of page) know, I spent a good part of last night following up on a story that broke earlier in the day yesterday. Derek Smart, game developer and ex-Star Citizen pledge, posted via social media that he had received a death threat over his continued criticism of Chris Roberts and the handling of Star Citizen’s development. While death threats have become common enough that the media pretty much glosses over them these days, the source of the threat was even more interesting.

The email, posted in full by Smart to social media, originates from an sae.edu email address owned by Carlos Bott, mobile developer and Professor of Computer Science at the University of Maryland. Smart also posted the raw data from the email to show that it did indeed originate from the SAE servers. MMO Fallout was able to corroborate via a third party source who wished to go unnamed that the email did originate from SAE’s servers likely using Google Apps to manage their email.

MMO Fallout reached out to Bott, who has fully denied sending the email in question. Judging from my contact with both parties, it seems very likely that this could break out into legal action in the near future. For our readers, we suggest not jumping to conclusions or presuming guilt until more details can be shared.

Any further information will be covered as it arises.

Top 5: More Tips For DarkScape Survival


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[Update 10/2/15: A game update has rendered some of this list obsolete.]

The previous Top 5 tips for DarkScape has been insanely popular, but recent updates have made several options on the list either already obsolete or about to be obsolete. With that in mind, and considering I am further in the game than last week, I decided to go back and produce five more tips for survival in DarkScape.

5. Stay On Top Of Updates/Plans

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This one is pretty important. Since content updates aren’t coming to DarkScape for a fair amount of time, you might be inclined to ignore patch notes during content updates. This isn’t advisable. For instance, if you didn’t check the patch notes you may not be aware that entering the abyss no longer skulls players, or that a toolbelt has been added, or why your interface has been set to retro by default after an update.

Right now Jagex are performing some heavy tweaks to the game in response to player feedback, tweaking certain features to make them easier in some areas and harder in others. If you don’t keep watch on update notes and particularly discussion on the developer streams (which you can find summaries of on the DarkScape subreddit), you won’t just be at a disadvantage against the game, but you’ll be at a disadvantage against other players.

It also helps to keep up with the forums to know what content is currently broken, because there is a fair amount of it (see #2). For further reference, the DarkScape wiki is slowly being populated.

4. Tier Bank Trading Made Easy

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Three tiers of danger means three separate banks, each with their own supplies, each irretrievable in other areas. While DarkScape would like you to believe that moving items between banks is a matter of sheer danger, the truth is that there are enough routes to go down that finding one or two with minimal risk of player interaction, let alone players looking to randomly kill you, is pretty good.

When trading between low and medium risk areas, the closest route I’ve found is between Lumbridge and Al Kharid. Starting out at the Lumbridge Grand Exchange, you can head south and over the bridge to Al Kharid, reducing the amount of time spent in medium-tier areas. The level range in the low-risk portion of the travel only goes up to six while you spend, at most, six or seven seconds in the mid-risk zone before reaching the bank, which itself is patrolled by three guards in a very enclosed space. When trading back, just be aware that the medium-tier area extends to the end of the bridge on the Lumbridge side rather than the city entrance as it was when you came in.

For moving items to high risk zone, one of the safest routes that I’ve found so far is between Varrok and Canifis. If you haven’t been through the area before, you’ll need to kill a level 30 monster before you can proceed, but the travel from Varrok to Canifis is one that is sparsely populated with players and even less so with player killers. Cities like Ashdale, Zanaris, and Al Kharid have more open areas and lack choke points that pk’ers can nab you in, making them rife for smuggling goods between zones.

Initially this spot was supposed to discuss easy access to high-threat areas, due to the fact that the game automatically identified any zone as high risk until labeled otherwise. Areas like Death’s office offering easy access to your high risk bank have been fixed.

3. RuneSpan For Runecrafting/Nexus For Prayer

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Runecrafting in DarkScape is a long, difficult, and dangerous affair, even more so before Jagex updated the Abyss so that it no longer skulls players effectively taking them out of towns for a full five minutes. If you’re looking at training runecrafting with a focus on pure experience, your best bet is to take on the RuneSpan activity. Available right off the bat at level 1 runecrafting, RuneSpan offers far better experience than it has any right to in DarkScape. Starting off at level 1, I managed to make my way to level 39 within an hour. Bear in mind, these experience rates are coming from a member with member experience rates, with no bonus experience.

While the entirety of RuneSpan is high threat (no guards, no limits on combat), I’ve found very little combat going on outside of the random troll. The time and resources required to move about in RuneSpan for the relatively low amount of players present makes player killing in the area a massive waste of time, even for the dedicated troll. Runecrafters in the area are more interested in crafting than killing. Which isn’t to say it is safe, I was killed once while writing this piece. After today’s update, your points are redeemed upon death.

Compared to RuneSpan, the Nexus is a lot more popular and prone to player killers coming in and ruining your day. That in mind, the mini-game is not far from the Lumbridge respawn point and is generally filled with enough other players that you should be able to slip around relatively unnoticed. Unlike Runespan, however, your experience at the Nexus is capped and will eventually come to an end. Once you receive 37 thousand experience, not counting the extra experience from bones, the event will no longer grant prayer experience.

On the plus side, thirty seven thousand experience will get you to level 40 assuming you begin the Nexus at level 1.

2. Taking Advantage of Oversights

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DarkScape is (to the best of my knowledge) officially considered “experimental,” another name meaning any issues that should have been considered have not, leaving players at the mercy of Jagex to eventually fix them. In this case, if you were looking to finish your achievement diaries or a number of quests, look again. While Jagex has been rolling out updates to fix these oversights, DarkScape’s restrictions on teleporting left players literally unable to complete quests because the game won’t move them with the quest rewards in their inventory.

But that doesn’t mean that there aren’t currently existing oversights that can be taken advantage of before they are fixed in the coming weeks/months. For instance, right now it is extremely easy to craft blisterwood weapons assuming you finish the quest line required to craft them. Jagex has detailed plans to make blisterwood weapons much more difficult and costly to craft, as right now they are high-tier equipment that can be mass produced with little effort (other than the quest line). 

There are plenty of things to take advantage of outside of that example, including how easy it is currently to smuggle items between risk zones (see above). Keep an eye on the forums for other shortcuts.

1. Only Use What You Can Lose

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This one likely goes without saying, but always play with the mentality that you will probably be killed and lose whatever you are carrying. That said, you don’t necessarily want to go out constantly with just a weapon/tool and no armor or food on you, you’ll just be easy pickings for even the least equipped killers. This is where welfare equipment, gear that is cheap and can be easily replaced, comes into play.

If you’re making a decent amount of money, you can go to shops or the Grand Exchange and buy your welfare gear in bulk. If not, your best bet may be to level up relevant skills (mining/smithing, crafting, fletching) and use the resources you gain leveling in order to build the equipment you’ll be using for your own protection. While it won’t deter everyone, a player wielding just a weapon is less likely to attack a decked out player with full armor and weapons of his own, and you’ll be better equipped to fight back/run away and get to a safe zone.

A few of your inventory slots should be dedicated to food to survive or teleportation to quickly escape, but be aware that teleportation is slower in DarkScape than it is in RuneScape, you can still be killed even using rune-based town teleports.

Archlord 2 Shutting Down


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Webzen has announced the impending sunsetting of Archlord 2. The servers for the PVP-centric MMO will shut down in approximately two months, on November 24th. Archlord 2 initially launched in 2014, giving it a much shorter run than its predecessor which ran from 2005 until 2014. The sequel was heavily criticized during beta for poor server performance, bugs, and a heavy emphasis on pay to win cash shop mechanics.

Players are not fully without recourse, however, as plans to reimburse Wcoin spent since April are under way.

Depending on the amount of Wcoin spent, players will be reimbursed up to 100% of the Wcoin they spent during the last 6 months of Archlord 2, going back to April 1st 2015. The Wcoin reimbursement is currently scheduled to be completed by October 7th 2015.

To send players off in style, Webzen will be running game-wide buffs as well as reducing the cost of the cash shop goods to 0. These changes take place after Tuesday’s maintenance.

(Source: Webzen)

DarkScape Knocks Out Griefing Via Patch


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In my tips for DarkScape, I made note for players to be aware of a griefing method where players repeatedly run into a bank, only to be immediately killed and explode, doing damage to those in the bank. In fact, the latest update to RuneScape addresses several points in my article. In addition to adding a toolbelt to mitigate the need to buy/haul your crafting tools around, Jagex has added mechanics to prevent one form of griefing:

The guards are also wising up to some of the methods players have been using to avoid punishment – watch this space!

According to players on the forums, guards will now use smite against the players they attack, draining their prayer instantly and preventing them from using retribution (explode on death) and keep item (allows players to keep an extra item on death).

(Source: RuneScape)

Top 5: Tips For DarkScape Survival


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DarkScape is out and that only means one thing: Prepare to die a whole lot, and lose your items. Since DarkScape isn’t just RuneScape with open world PvP, MMO Fallout has put together some opening tips for players looking to make a start in this new world.

5. Get A Head Start

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If you’re anything like me, it’s been so long since you’ve been a low level in RuneScape that you are unaware of what conveniences are available for new players. Go to Burthorpe and talk to Mary Rancour in the building above the Heroes guild and ask her for free stuff. She’ll give you a dwarven army axe, a multi-tool that will come in handy with the toolbelt disabled. The dwarven army axe acts as a steel-tier hatchet, pickaxe, as well as a needle, tinderbox, chisel, knife, and a low level weapon. She’ll also give you a steel full helmet, combat potions, and teleport tablets.

You can pick up various free items at vendors all over RuneScape. Right off the bat, you can complete activities like the god statues which give a massive head start in slayer/prayer experience as well as construction. Beginner quests Shadow Over Ashdale, Demon Slayer, and Blood Pact can be completed for good starter equipment, not to mention combat experience. If you lose any of these items, you can always go back and pick them up again for free.

4. Know Your Bank Restrictions

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Banking in DarkScape is miles away from that in RuneScape and even Old School. Unlike its standard counterparts, your bank in DarkScape is split up into three areas: low threat, medium threat, and high threat. Adding onto that, you’re going to find bank space very limited: 100 spaces per zone, less if you’re a free player. Not only are the banks separated, but so are the Grand Exchanges. You cannot home teleport between areas with any items on your person, and you can’t use rune-based teleports between threat zones.

What does this mean? Effectively, it means your goods can only be transported in the area they were found. To bring your gear to higher/lower threat zones, you’re going to need to walk it over the border and hope that nobody kills you in the process. Banks within those zones are shared, meaning you can gather resources in Varrok, home teleport to Taverly, retrieve the items from your bank, walk them over White Wolf Mountain, and store them in Catherby to retrieve in Ardougne. You can’t, however, bank something in Lumbridge and then retrieve it in Seer’s Village.

Part of the goal is to create three separate economies and create a new form of income, by allowing players to move items from zones where they are cheaper to zones where they are more valuable. It also means spending a fair amount of time hauling goods between zones. That being said, players should still go through the new-character process of unlocking lodestones as quickly as possible. Energy is back to how it was a few years ago, meaning it recovers very slowly. You’ll need the lodestones for easy travel.

3. Resources Have Been Moved

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If you haven’t started DarkScape yet and are already planning your leveling route, don’t bother. In creating three distinct threat zones, Jagex also took the time to relocate resources around with the higher tier goods resting comfortably (or not so comfortably) in high threat areas. For example, you won’t find lobster or harpoon spots in Catherby anymore, those are gone. Where did they go? You’ll need to find them, or wait until guides start popping up.

For people looking to quickly level up, the shuffling of resources is sure to put a wrench in your operations.

2. Be Wary of Griefers

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DarkScape’s respawn mechanic currently makes the game very open for griefing. In some cases, players will sit in banks that have easily accessed second floors (stairs/ladders) and come down to the main bank area to attack someone before quickly moving upstairs. Since the game allows you to change your respawn point, many players have taken to repeatedly assaulting banks, either in the hopes of killing players or with the goal of simply disrupting your banking.

One popular method of griefing at the moment is to run into a bank with an active skull and retribution, a prayer spell which causes the player to explode upon death. The player is immediately killed by guards and explodes, damaging the players around him. Said player then respawns nearby and starts the process over again.

1. Be Very Mindful Of Where You Click

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The presence of PvP everywhere (and I do mean everywhere) has made the game very dangerous, even for those who don’t necessarily want to go around killing everyone they see. In DarkScape, banks and most towns are patrolled by very powerful guards, level 138, certainly high level enough to take on most of the playerbase at this time. Guards will immediately attack, stun, and instantly kill players who are skulled (those who attacked other players).

What this usually leads to is an incident where a player will enter the bank, misclick and accidentally attack another player, and then immediately die. If you accidentally attack another player, your odds of getting out of the bank without dying are quite slim, meaning you lose everything you were carrying on you and respawn somewhere else. When getting back into town with a big haul, always be mindful that you are essentially one click away from losing it all.

To mitigate this, you can do two things: Turn on one-button mouse or always right click to bring up the context menu before you bank. Left clicking to bank in a crowded (or even not so crowded) area is playing with fire, and you’re liable to get burned.

Live Stream Q&A With R.A. Salvatore On 9/22


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Perfect World Entertainment has announced that this Tuesday, players will have the opportunity to question R.A. Salvatore himself. Salvatore is the New York Times bestselling author known for his Dungeons & Dragons novels, including the character Drizzt Do’Urden. The upcoming expansion for Neverwinter, Underdark, features Salvatore’s character quite extensively.

As we know, many of our adventurers have traveled across an eternity of campaigns in D&D, so our live stream will be a Q&A session for and by the community. We’ve heard many a tale of how Salvatore’s stories have inspired or changed your lives, which makes us all the more excited to host this stream. This is your chance to not only ask any questions you may have about his novels, characters or writing process, but also a chance to show him how far his influence has reached.

Players are encouraged to leave their questions and comments in the official forums, which will be answered in the live stream on Tuesday.

(Source: Neverwinter)

Jagex Releases DarkScape: Hardcore RuneScape


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Today marks the launch of an experimental new version of RuneScape, one which none of you likely saw coming. DarkScape, as it has been called, is a new version of RuneScape with a twist. Unlike its relatively safe counterpart, everywhere in DarkScape is open for player vs player combat. You can be attacked at any time, at any point in the world, including places that used to be safe zones in RuneScape’s PvP worlds (banks).

But don’t think that this is just RuneScape with the option to kill anyone you want. In DarkScape the world is divided into three zones, with each zone yielding better rewards with a wider range of players who you can attack, and who can attack you. Cities, while open to player vs player combat, are patrolled by guards of varying power, capable of taking down adventurers who get out of hand. Each of the three regions has its own separate bank account, grand exchange, and more.

The other side of this server is that all content is available for free players, even that which is members only on standard RuneScape. Members receive a 50% experience boost as well as better drops, double bank space, and double items kept on death. In addition, DarkScape will not be updated alongside standard RuneScape content. As the game develops, Jagex plans on taking it in its own direction guided by players (similar to Old School).

Check out DarkScape at the link below.

(Source: DarkScape)

Both Everquest Titles Reveal Upcoming Expansions


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Everquest and Everquest 2 are set to receive their next expansions, and yes I said expansions. In both cases, more details are expected to be released on October 1st, alongside a live stream where Daybreak will be running through some of the new zones.

For Everquest, the expansion includes 15 new raids accompanied by new AA’s, new gear, new spells, and more. The news post also notes that this is the last chance to get your hands on Darkened Sea collectors items.

We wanted this expansion to have content that reached beyond the highest-level players. So, in addition to new and updated zones for levels 105, we are including two instanced raid zones for levels 75 to 105 to play in together! These “level agnostic” raid zones will balance themselves to the highest level player in your raid. It just so happens that these two level agnostic zones are the original Plane of Fear and Plane of Hate! So if you never got a chance to raid in those planes, or long for them, you can relive those days with a broader range of players when we launch.

For Everquest II, the expansion promises content that everyone can enjoy, from dungeons to raids, new items, and plenty of new things to craft. Similar to EQ1, the latest expansion Altar of Madness is 50% off in the store and will no longer be available to purchase after October 1st.

The 12th expansion for EverQuest II includes a sprawling overland and loads of content with quests, advanced solo and heroic dungeons, and a healthy number of raids including x2s and x4s. Not only that, but we’re doing level-agnostic versions of each of the new dungeons! We have a couple of new types of items to talk about as well as an updated Deity system to give you details on! Tradeskillers, we’ve got new quests and recipes for you as well!

More information is coming October 1st.

(Source: Everquest, Everquest 2)

[Column] The Death Of Out-Of-Genre Subscriptions


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I casually refer to the 2009 – 2010 time span as the Suicidal Subscription Pact, where business logic in gaming decreed that subscription fees must be tacked on to genres that had previously been available for just the cost of the game. The time marks one of the last eras of businesses unsuccessfully copying functions from World of Warcraft without even the most basic understanding of why they worked, in this case taking the subscription fee with no idea on why World of Warcraft justified a continuing payment.

Now MMOs are no stranger to subscription fees, even if only a small minority manage to hold on without going free to play or shutting down, but the years I’m referring to point toward a number of developers who decided to branch out the concept of monthly tithes into other genres, and were rewarded with deep financial ruin and often bankruptcy as a result. And while any business must take risks in order to innovate, it doesn’t take a marketing genius to know that these games never had a prayer of succeeding, sadly with little relation to the actual game quality.

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Monte Cristo is actually the first business I contacted as a junior MMO reporter, to voice my concerns that their plan to include a subscription fee in Cities XL would be a disastrous idea. The idea behind the subscription was to fund the servers, naturally, but the company also believed that the lack of competition would allow them the space to do as they please. With SimCity still four years away, the number of AAA city building games with online components could essentially be counted on a single, finger-less hand, with the only alternative being the wealth of Farmville-style free-to-play browser titles that gamers were increasingly growing sick of.

As I predicted, Cities XL released and consumers responded to the mandatory subscription for online play with a definitive “nah.” Even with the market cornered, Monte Cristo couldn’t get players on board and shut the service down less than a year later due to a lack of subscribers. Given the option of Cities XL or nothing, the market chose nothing, and Monte Cristo went bankrupt a couple of months later.

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All Points Bulletin, Global Agenda, and Hellgate: London mark three attempts to bring the subscription fee into the shooter realm, with all three failing miserably but only two of the three companies going under because of it.

With All Points Bulletin, Realtime Worlds had the idea to sell an online shooter at full price and then charge hourly for access (with the option of unlimited monthly subscriptions). While functionally different from its competition, APB essentially started the race at a disadvantage, having to convince gamers that an online shooter would be worth not just a subscription fee in a genre where it didn’t exist, but an hourly subscription fee.

It didn’t matter that Realtime Worlds was offering an unlimited play time option, it didn’t change the fact that they thought APB was deserving of an hourly fee, for a premium priced game in a genre that hadn’t yet been touched by cash shops in the west. Perception is a big deal, and in many minds the simple presence of an hourly subscription (that really only existed to make the unlimited version seem more enticing) showed a bravado that they weren’t willing to do business with.

And it didn’t help that APB was an underwhelming game, from the numerous bugs and gameplay issues to a lack of diverse content, the fact that it was a driving/shooting game that failed to deliver on either the driving or shooting, the kerfuffle over Realtime Worlds attempting to embargo reviews. Perhaps as a sign of how poorly managed the game was, players didn’t even get the luxury of knowing when the servers were turning off until the day of.

To add insult to insult and top complaints of unnecessary monetization, the company even introduced advertisements into its voice chat service that could be removed with, you guessed it, another subscription.

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For all of its gloating and taunting the competition, Global Agenda was not a success, in fact it’s a case study I’ve used when talking about market failures.

Like Cities XL and APB, Hi-Rez Studios offered gamers something that they couldn’t specifically get anywhere else, the ability to fight for territory control in a hub-based first person shooter. And like the other titles on this list, consumers opted out when presented with a subscription fee. While Global Agenda is still running on free to play, updates came to a halt years ago.

It’s important to note how crucial player perception was in the inevitable marketing failures that were the games on this list. Essentially the developers were pushing the game to two types of consumers, neither of whom really wanted anything to do with them. MMO gamers had the free to play revolution around that time offering them far more content heavy games for free, and for subscription, while shooter fans already had the entire genre to play without paying monthly.

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And finally we have Hellgate: London, the game that coined the phrase “flagshipped.” While billing itself as a first person shooter on a level with Diablo, Hellgate: London also demanded a $10 monthly subscription to access subscriber-only loot, hardcore mode, special pvp arenas, more storage space, the ability to create guilds, and access to customer service.

While a novel idea, Hellgate once again found itself competing in an arena where similar games (dungeon crawlers) were already offering their games for no additional charge. None of them were first person shooters, mind you, but as we’ve learned from this list, you can’t slap on a few changes to the base and demand more money.

Flagship Studios later went bankrupt, providing up to fifteen months of “lifetime membership” to the people who ponied up the $150, also cementing the eternal grudge that some gamers will bear against Bill Roper.

As far as trends go, the implementation of subscription fees into pseudo-MMOs was one that the gaming community soundly rejected and a major pitfall that, in my personal opinion, should have been obvious from the start. The games I mentioned above aren’t the only ones to fall into this trap, but they are the most notable.

What’s interesting is that every game on this list, with the exception of Global Agenda, was eventually picked up and run under a different studio with Cities XL seeing successful sequels rather than a straight free to play spinoff, in a way proving that the issue lay heavily with the monetization strategy and the subsequent perception of the company as greedy and selling a not-so-premium product for premium prices.