Embers Of Caerus And Volunteer Projects


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I love our indie friends, in fact I went as far as to devote space here at MMO Fallout to promoting the City of Titans Kickstarter effort not to mention multiple others. And even though I added the widget to the side-bar, I never went as far as directly telling people to pledge their money. It isn’t because I don’t trust Missing Worlds Media, but because I’ve been part of enough volunteer projects to know that even with all of the best intentions, they have a tendency to die at a moments notice. Usually this happens when the most talented and dedicated of the group realize that they could do the same thing but get paid for it at a real company. With that in mind, I wrote an editorial about how the next step in City of Titans was to ditch the volunteer bit now that players had a monetary stake in the game.

As far as risk goes, a project whose employees are entirely made up of volunteers is about as high as you can go, barring an office comprised entirely of corgis working on computers built out of beef jerky. Take a moment and look in from an investor’s point of view, here you have a project of questionable direction being built by volunteers of varying degrees of loyalty, skill, and reliability, all under the leadership of an “ideas guy” powered by hopes and dreams rather than experience or knowledge. People who have little or no incentive to stay on board, especially when during times where things go sour, which they certainly will. I’m talking about Embers of Caerus, in case you’ve forgotten the headline.

Embers of Caerus is an MMO being developed by Forsaken Studios, a team of volunteers. As is usually the case, development has hit the proverbial brick wall thanks to a lack of direction, unity, and leadership, and the game has lost not only the support of many of its volunteers, but also of its potential investors. CEO Rob Steele posted on the forums to let everyone know that the game is being taken in a new direction, shifting focus to game and system design with the hopes of partnering with another studio to get the ball rolling.

As you all know, several months ago a decision was made to move to Unity to prototype our systems and provide proof of concept to community members, supporters, and potential investors alike. This transition was not seamless in terms of how it was handled internally, and mistakes were made in regards to how we released the information to the public. Those mistakes unfortunately cost us a great deal of support from one particular individual who was on the verge of providing start up funds for our office and overhead costs – enough for at least a couple of years to be sure. At the same time, this put a lot of pressure on our development team to bang out modules and updates to our demo in a timely fashion. With a purely volunteer group, it is extremely difficult to have enough man hours available, from the appropriate part of the team, to set and hit benchmarks that we have – whether set internally by us, or by others.

Business is difficult, especially for those who don’t have any experience. And this isn’t just video game companies, either, so don’t think I’m picking on them. There is generally a 40-55% percent chance that a business will go under in the first four years after opening, no matter what industry you are in, and 46% of those cases are due to “incompetence,” or lack of knowledge and experience. That statistic comes from this website, by the way.

I apologize if I sound like a jerk or that I’m picking Embers of Caerus out and ignoring other examples. I’m talking about Embers of Caerus because its redirection prompted this article, and I didn’t include other examples to keep it focused and avoid rambling. As far as being a jerk about the whole ordeal, that is business. I have said time and time again that this is an incredibly high risk, high price, saturated market. There is also great potential for success, but the path to success is littered with failure. A lot of authors said that.

In case you also noticed, I used a screenshot from Black Mesa Source to show an example of a volunteer project that became something great, so it is absolutely possible.

(Source: Embers of Caerus)

Perfect World Opens Console Division


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Those of you who own a Playstation 4 or follow MMOs are likely already aware of the free to play MMOs that are either already available or are coming soon on the system. Perfect World Entertainment currently offers Blacklight Retribution on the console, and recently announced that it is opening a division of the company solely for the development of console titles. In a press release put out today by Perfect World Entertainment, the company did not detail which titles would be brought to current and next-gen systems, but described “current and future games.” Could we see Neverwinter on consoles? Perhaps.

Perfect World’s CEO Alan Chen had the following to say:

“Perfect World Entertainment has long been the leader in free-to-play PC titles. Bringing our titles to consoles is a natural progression for us, and we can’t wait to set a new standard for console MMORPGs and other genres.”

More information is set to come in 2014.

(Source: Perfect World Press Release)

Marvel Heroes Adding More Villains


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Marvel Heroes continues expanding its roster of heroes, and now even villains. In a post on the official website, Gazillion announced that players can get their hands on an advance pack, including Dr Strange, Juggernaut, Magneto, Moon Knight, Nightcrawler, Psylocke, Silver Surfer, Sue Storm, Star-lord, and Venom. The advance pack also offers two additional characters who have yet to be named, as well as other bonuses including fortune cards and alternate costumes. The pack will set you back, however, by a good hundred dollars.

Players will receive the heroes as they are released, which Gazillion expects to occur throughout 2014 and into 2015. If you aren’t so excited to throw down $120, you can always wait until the heroes are released and buy/acquire them individually.

(Source: Marvel Heroes)

MMOrning Shots: To Waaagh! And Back


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Warhammer Online comes to a close today, after five years of operation. As much as we joke here at MMO Fallout about the MMO and just about everything else surrounding the game and its developer, we’re always sad to see a game shut down. There might not have been a lot of people playing Warhammer, but you can’t deny that they were a dedicated bunch. Warhammer Online still sits in quite a few eyes as having the best player vs player combat on the market, and the only true successor to Dark Age of Camelot.

While we are on the subject, has anyone seen Mark Jacobs’ upcoming MMO, Camelot Unchained?

Impressions: Defiance Arkbreaker


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I managed to get some time in playing through the Arkbreaker DLC for Defiance, and I came out less disappointed than the Castithan pack DLC. I had a hard time completing the first DLC arenas because the timers were randomly breaking at launch, and I believe still are to this day. The Arkbreaker DLC introduces a laundry list of new content, including stims, spikes, a new mission line, arkfall events, weapons, and more.

There are new consumables added into the game in the form of spikes and stims. The spikes are like totems from other MMOs, you stick them in the ground and they give area of effect buffs to you and your allies. Stims are injected and offer similar buffs. They are consumable and you can only have a maximum of five of each particular type at any given time. What I really like about these items is that Trion has made it so you can only have one of each type in your inventory. If you find any more of the same type, it replenishes your stack, and if you find a higher quality version of the same thing it will replace the lower quality version. So if I get a higher tier ammunition spike, it will replace the one I have on me now. This sounds limiting, and you are limited to ten of each spike, but it makes the inventory less cluttered.

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The ability to favorite items and protect them from accidental salvage is a great addition, as is the inclusion of daily contract missions on the main map. The new Arkfalls are enclosed shooting galleries, there isn’t much to them outside of shooting a bunch of Volge and then fighting the Warmaster. The Warmaster itself is difficult, a giant tank with a lot of health. My group filled up the area and still couldn’t bring him down below 25% health before time ran out and he disappeared. Still managed to get a few decent weapons.

I am not impressed by Trion’s decision to make grenades consumable. Had they done this from the start, it probably wouldn’t be an issue, but they run out fast and are a pain to refill. Changing it this far into the game just feels like a step backward. Much like the first pack of DLC, I also can’t help but feel like there isn’t much to justify the price. Most of the content is available regardless of if you actually buy the DLC, and I can’t help but feel that the $40 I spent toward the season pass is going to waste. The world is as tiny as it ever was, even smaller since Trion split the map and threw in a loading screen. The company seems more dedicated to filling an already cramped world with more stuff, rather than taking the logical approach and expanding it as people have been requesting since launch.

As an update, Arkbreaker offers some nice content, but with most of it being given for free, it’s hard to justify spending the ten dollars.

Warhammer Online Details Refunds


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In case you’ve forgotten, Warhammer Online shuts down tomorrow. In a post on the Warhammer website, Mythic has detailed exactly how players will be compensated for their purchases. If you have made a purchase after November 1st, or had any game time remaining on your account on the same day, you will be refunded in full. If you purchased with a credit card, you’re all set as it will be refunded automatically. Anyone who paid with a game card will have to contact Mythic’s billing support. The same goes for unused game time codes.

According to the news post, refunds will start going out December 18th with the entire process possibly taking up to 90 days to complete due to the amount of work required. Check out the entire notice at the link below.

(Source: Warhammer Online)

MMOrning Shots: DUSTy Christmas


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How do citizens in the Eve Online universe celebrate Christmas? With presents of course! Boobytrapped presents filled with shrapnel grenades and a detonation device disguised as a toy Santa. DUST 514 is celebrating the holidays with a series of events, including a chance to play with the developers. Check it out!

Mythos Global Shutting Down


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Mythos is the second game from ex-developer Flagship Studios, the one that they weren’t able to release before the company went bankrupt. Korean publisher Hanbitsoft took on the development of both of Flagship’s games, eventually releasing Mythos in Europe in mid 2011 through publisher Frogster. The servers didn’t last long, launching in April with Frogster announcing that the game would shut down in October. Refusing to give up, Hanbitsoft announced that Mythos would return as a global service, aptly titled Mythos Global, which went into open beta in early 2012.

Sadly, Mythos Global will be shutting down on January 22nd. The news isn’t all that surprising, considering the games with the rockiest development tend not to last long after launch. A compensation pack will be detailed soon for current players.

(Source: Mythos)

Mechwarrior Online's $500 Gold Mechs


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I feel like every time that I see Mechwarrior Online in the news, it’s over some expensive new toy available in the cash shop. Today is no different, as Pihrana Games have begun selling gold plated mechs for $500 USD. The mechs were released alongside the clan collection, which itself offers bundles of mechs in packs ranging from $30 to $240. The mechs themselves aren’t actually being released until June 2014, and they come with a unique module that hasn’t been detailed yet.

Once again, if you’re looking for $500 to blow on something that might not be here a decade from now, MMO Fallout is always looking for sponsors.

(Source: PCGamesN)

Eldevin Impressions: A Touch of Nostalgia


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I suppose it’s a good thing that I murdered every single prisoner in the prison, considering the dead guards and smashed doors, this place probably isn’t suitable for holding any of them for the foreseeable future. The prison will also find itself lacking in a warden, seeing as how I killed the traitorous bastard on the roof of his own building. Since we’re on the topic, you might want to renovate the exterior, I don’t know how but there are a few escaped prisoners hiding out in the house across the street. Maybe send someone to clean that up, or let me do it.

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Games like Eldevin and RuneScape have an odd ability to convince us to power our way through what is probably the same kind of grind that we would reject had it been foisted upon us in any other MMO. The lure of vast riches and a growing pile of resources to turn into finished products or dump at a nearby vendor in return for cash to spend on creating more stuff and stabbing more powerful beings in the face is exactly the carrot that hangs just a few inches out of reach on the grind treadmill, but close enough that we think we’ll get it if we just keep running. It is the charming world, beautiful soundtrack, living environment filled with other players all meandering about with their own tasks that make such a grind not just bearable, but actually enjoyable.

Giving my impressions on a game like Eldevin is difficult as breaking the game down into its individual mechanics would provide an inaccurate detailing the overall experience. Eldevin’s saving grace is in the sense that while the game does require a great deal of grind, it perhaps doesn’t feel as pointless as other games where the reward is often just seeing your experience bar tick up. Nearly every action in Eldevin has a purpose, from killing creatures to level up your skinning for resources to use for cooking and making armor, to finding equipment useful for vendoring to afford the catalyst items needed in the second stage of crafting.

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The world of Eldevin is one that is brimming with life. Granted, once you give the world a deeper look, you see a bunch of NPCs following pre-scripted paths and animations. Still, it’s a nice touch to walk through town and see people hauling boxes around, city guards going down their paths, guards coming off duty and changing after their shift, etc. It is pretty basic at its core, but a sad reminder as to how little effort other games put into making their world feel more alive rather than a gallery for lifeless quest vendors and merchants.

Crafting is centered primarily around harvesting nodes and turning said products into goods at a station. If crafting is supposed to be a gold sink, Eldevin does it well. Most, if not all, recipes require an item that can only be purchased from vendors at a cost of anywhere from ten copper to five silver (five hundred copper). The slow process of gaining crafting experience can be alleviated slightly through a number of daily quests available for each profession. Players are able to level any skill to its maximum level (40), but you might want to focus on just one or two.

Combat, on the other hand, is where Eldevin meets standard MMO fare. The player has access to melee, range, and magic no matter what class you choose at the start, and combat is dealt through auto attack and specials. Health and mana can be replenished in combat with potions or out of combat with the various food items you can cook or buy. Combat is rather smooth and responsive, although the camera is restrictive and can get in the way, and special attacks have a habit of cancelling out your auto-attack.

Eldevin’s cash shop may be an issue, and not in the sense of pay to win. For a game focused on collecting mass amounts of resources, the fact that Eldevin sells extra inventory slots and bags will be a cause for concern for some. Alternatively, you could criticize the cash shop for selling certain items like health potions for in-game gold because the game delivers them directly to your inventory. There are multiple currencies on the cash shop, not all of which I fully understand at the time of writing and all but one are obtainable in-game.

Alternatively you can subscribe to Eldevin for $7 a month and receive experience boosts as well as a stipend of cash shop currency. I used mine on buying sacks that can be filled with gathered items, and filled them with wheat, meat, hides, and basil. Still, I find Eldevin oddly charming in the same way that RuneScape caught my attention years ago, and considering that I’m still playing the latter a decade later, I have a feeling that I’ll be sticking around in Eldevin for a long time to come.