MMO Rants: Nitpicking Elder Scrolls Online


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The Elder Scrolls Online is yet another lesson in the running line of recent MMORPGs that you can either have an immersive single player story-based experience or you can have a game that encourages cooperative play, but you can’t have both at the same time and expect that neither side will suffer from it. Elder Scrolls Online is at its core a fun game with a lot of great ideas, but it loses a lot of the Elder Scrolls charm in its transition from single player to massively multiplayer, and I’m not just talking about the ability to be an evil bastard.

We all knew that sacrifices had to be made in the transition to an online game, and for some the deal was over right off the bat. It’s hard to vilify either side in this argument because technically neither are wrong. You would be correct in surmising that an online game has to have more restrictions in place because it has more responsibility to a connected community. Responsibility to maintain an economy, to allow a certain level of fairness, to make sure that everyone can have fun and no one in particular is left out, etcetera ipso facto.

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And then you apply it to the Elder Scrolls, and that means no pickpocketing, no killing sprees, no stealing. NPCs no longer drop everything when they die, no extensive book collections, no criminal status, a reliance on random number generators for your loot, lag, skills tied to your number bar, respawning baskets and mobs, and a complete intrusion of other players on your business.

If the sacrifices of other features are the death of immersion by a thousand cuts, then the publicly accessible dungeons and buildings are the hammer that causes a mortal wound, if not instant death. Nothing cuts immersion in half like sneaking into a building or uncovering a “secret passageway that hasn’t been touched in centuries” only to find a couple dozen players already inside. In other quests, I battled my way through a dungeon filled with spiders in order to kill their queen, only to find the spawn point being camped by at least twenty bots/players. They seemed to have it covered, so I left.

Public dungeons are also a mood killer if you prefer to play stealthy and avoid or silently take down mobs, only to have three or four people rush in and start slaughtering everything in your path. Even worse, when the dungeon just has a train of people going back and forth, killing everything in sight. Not that it matters, because there is no incentive to actually get behind your opponent and strike them with a bow. This is especially annoying with dungeon bosses/mini-bosses, who spawn about once in a never, assuming they aren’t completely broken, and only the player who delivers the final blow will receive credit for killing them.

Sit around for twenty minutes for a mini-boss to spawn only to have someone jump in at the last second and steal the kill? Please, sign me up. For cancellation that is.

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I also have a hard time taking the quests seriously in Elder Scrolls Online. I feel like every city I come across follows the same pattern: the town is overrun with zombies/pirates/bandits/etc, as though the folks at Zenimax were so proud of their phasing technology that they had to shoehorn it into every crevice of the game. The formula is always the same: Go to [insert town], receive quest from [guard/citizen] telling you not to enter, enter anyway, rescue [citizens/guards], defeat [x number of enemy], enter building, defeat boss guy. Unlock rescued town with merchants and crafting spots, rinse, repeat.

Now I know why the Imperials don’t want any of the three factions in power, these guys are fighting over territory while allowing virtually 100% of their own land be taken over by every necromancer and bandit with access to a sword. At this rate, I think the Aldmeri Dominion should just go ahead and elect a corpse as supreme leader. The country would still be in shambles, but at least we’d have a decent excuse. Someone please read the Elder Scroll that we stole from the Ebonheart Pact, maybe there are instructions in it on how to competently run an empire.

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I like the fact that content is gated behind levels, and I say this as one of “those people” who preferred when enemies didn’t scale with you in Morrowind and installed mods to achieve the same concept in Oblivion and Skyrim. The idea falls short when you consider that you are being ushered from one area to the next, rather than being given free reign to go where you want as with previous games in the series, but it isn’t surprising or particularly detrimental in an MMO frame of mind.

Otherwise I have no strong opinions on the matter.

Guild Wars 2 Megaserver Is Complete


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Arenanet has announced that the Megaserver technology has been fully implemented in all PvE maps and Heart of the Mists.

Although we’re excited that you have more players than ever to explore the open world of Guild Wars 2 with, our work is not yet complete. Our megaserver team will continue to monitor the performance of the technology on live and evaluate your feedback. We will continue to tweak and update the way the system works until it is providing even better megaservice!

(Source: Guild Wars 2)

Star Vault Lays Down Road to Steam


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With its big show on Steam just over the horizon, Star Vault has laid out how the hardcore sandbox MMO will make its way to gamers worldwide. Before Mortal Online is allowed to release, however, Star Vault is implementing a number of updates and fixes. In the latest press release, Star Vault has laid down just how the Steam rollout will happen.

Each block, according to the release, has a lead time of about one month, noting that multiple blocks may run in parallel.

? Block 0 – Unreal Engine update 
? Block 1 – Territory Control 
? Block 2 – Territory Control Testing and release 
? Block 3 – Continent Support 
? Block 4 – Continent support testing and release 
? Block 5 – STEAM API release on STEAM

Henrik Nystrom, Star Vault’s CEO, made the following comment (translated):

We continue our focus on working towards STEAM, it looks we all look forward to the team, but I also believe that our current players see the value in this. We will increase communication about the development work currently involves about 40 resources in our global development team. For transparency to our shareholders, we have teamed up with Axier, specialists in communication to the stock market. They have produced an analysis of Star Vault. I hope you find it interesting

(Source: Star Vault Press Release)

H1Z1 CS Items Lootable, In A Sense


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With all of the hubbub about H1Z1 and the prospects of free to play and pay to win, John Smedley took to the game’s official subreddit to explain just how the game’s cash shop will work. Players will be able to buy wearables which can be looted by others upon death, in a manner of speaking.

We’ve also come up with a pretty awesome idea to let players who kill other players loot stuff. So if a player has a black ski mask and gets killed by another player, that player can wear the ski mask for a few deaths (we have durability in the game. Station Cash wearables won’t degrade at all but when you loot something.. it will degrade. Please note the original player always keeps their SC purchased wearables.

Smedley also confirmed that the shop will not sell guns, ammo, food, water, “etc,” nor will they sell boosts. Emote packs will be available for sale as well as character slots and crates ala Valve’s monetization system.

(Source: Reddit)

Carbine Studios Donates To Child's Play


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This year at PAX East, Carbine Studios has announced a special donation to Child’s Play. In addition to a comically sized check for ten thousand dollars, Carbine Studios has partnered with LEGO artist Mariann Asanuma to recreate the Wildstar rocket house in all of its blocky glory. The structure stands three feet high and four feet long and is the result of fifty thousand LEGO blocks.

The rocket ship will be auctioned off later this year at the annual Child’s Play Dinner and Auction. Mona Hamilton, Vice President of Brands at Carbine Studios, weighed in on the contribution.

Child’s Play is a wonderful charity doing really great things with the gaming industry and we’re looking forward to seeing the result of the auction later this year. It was also important for us to say thanks by giving back to the Boston community; they’ve been great to us over the years at PAX East.

Child’s Play’s goal is to improve the lives of children in hospitals and welfare facilities through the positive impact of video games.

(Source: Carbine Studios Press Release)

Zenimax Realtime Bans


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It looks like Zenimax is ramping up their efforts against gold farmers in The Elder Scrolls Online. Intrepid explorer Necropsie over at the MMORPG.com forums snapped a screenshot in-game of a game master announcing to the area to step away from the boss or be slain. Presumably those slain by the GM would have their accounts flagged for review, if not banned outright.

This isn’t the first time an MMO has employed lethal force against bot. Back in the day, Aion GM’s could be seen executing accounts used to spam gold selling websites.

City of Titans Sets Sights Past Pre-Production


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Missing Worlds Media took to the news to announce that their flagship title, City of Titans, is nearing the end of pre-production. The short letter talks about crafting respawn systems, battling the new Unreal engine, as well as importing Learner’s Cove, the game’s planned tutorial area.

Named after noted pirate Captain James Edward Learner, Learner’s Cove sheltered him after his growing body count had his commission as a privateer stripped and all friendly ports, including the bustling new shipping hub of Clarkestown closed to him. There persist rumors of buried treasure hidden away in the network of caves on the island, but most chalk those up to tall tales and ghost stories.

Check out the entire announcement at the link below.

(Source: Missing Worlds Media)

Awards and Success Are Not Interchangeable


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There is some discussion going around the internet about how ArcheAge has performed and whether or not the game has “failed,” which is most assuredly has by one person’s standards or another. While I don’t know for sure how Archeage is performing following the game’s launch in Japan and Russia, I can tell you that last September we learned that XLGames was laying off staff. We also know that the layoffs and transition to free to play was due to the game’s poor performance as a subscription title and subsequent quickly declining revenue.

A few people are under the impression, and I am paraphrasing here, that ArcheAge can’t possibly be doing poorly. After all, according to their logic, a game that has won so many awards has to be raking in the money. The fact that ArcheAge won a number of awards at last year’s Korea Game Awards means nothing in terms of how many people are playing and, furthermore, investing money. Warhammer Online won nearly twenty awards in 2008, including several “best of 2008,” none of which mattered much when both the servers and staff were gutted shortly thereafter.

The best way to gauge an MMO’s success is to follow its ability to retain players.

MMOrning Shots: Where No Screenshot Has Gone Before


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Today’s MMOrning Shot comes to us from Star Trek Online, which is celebrating the launch of Season 9. Fight against the Undine, obtain new rewards, and more.

Engage with a new MMOrning Shot every Monday, Wednesday, and Friday.

MMOrning Shots: And My Name Is Not Rick


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Today’s MMOrning Shot comes to us from The Elder Scrolls Online, where the game thinks that I am in werewolf form and will not let me fish as a result. For the record, my character is not a werewolf.

You can check out MMOrning Shots every Monday, Wednesday, and Friday, even while in werewolf form.