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.

Lessons From 2013 #13: Until We Say It’s Over


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You have to hand it to Cryptic, the company just won’t give up whether you want them to or not. Champions Online launched way back in 2009 and while the game was pretty fun it suffered from the effects of being the first game on a new engine. Systems weren’t fleshed out, the game is still pretty clunky, and the system feels bogged down by all of the new features that Cryptic has piled on over the years. Rather than leaving the game in the dust, Cryptic Studios announced earlier this year that they are opening Cryptic North, a brand new studio primarily made up of ex-Flying Lab Software employees. The studio has one goal, to improve Champions Online and allow the game to fully utilize the current Cryptic Engine platform.

Everything’s been quiet on the western front, so we have to assume that the team is busy plucking away. Hopefully we will hear more about Champions 2.0 in 2014.

Lessons From 2013 #13: Until We Say It's Over


champs

You have to hand it to Cryptic, the company just won’t give up whether you want them to or not. Champions Online launched way back in 2009 and while the game was pretty fun it suffered from the effects of being the first game on a new engine. Systems weren’t fleshed out, the game is still pretty clunky, and the system feels bogged down by all of the new features that Cryptic has piled on over the years. Rather than leaving the game in the dust, Cryptic Studios announced earlier this year that they are opening Cryptic North, a brand new studio primarily made up of ex-Flying Lab Software employees. The studio has one goal, to improve Champions Online and allow the game to fully utilize the current Cryptic Engine platform.

Everything’s been quiet on the western front, so we have to assume that the team is busy plucking away. Hopefully we will hear more about Champions 2.0 in 2014.

MMOrning Shots: Shroud Of The Avatar


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Today’s MMOrning Shot comes to us from Shroud of the Avatar, which recently opened its doors to backers to wander around the starter town of Owl’s Head. I had a chance to check out the early access and I found that the chat system is very similar to Everquest in that you actually have to ask questions and bring up subjects rather than clicking on dialogue menus. Sure, you can say “bandits” instead of “tell me about the bandits,” but where’s the fun in that? Nowhere, that’s where.

 

Lessons From 2013 #12: Announced Too Early


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Developers generally get around to announcing an MMO once it is several years in development. After all, MMOs take a very long time to develop, and are often times at risk of sudden cancellation for one reason or another. In the case of World of Darkness, CCP first announced the MMO way back in 2006 with White Wolf Publishing at Eve Online Fanfest for release in about five or six years. Following a series of layoffs at the team over the past few years, CCP confirmed earlier this year that World of Darkness is still in pre-production and won’t be coming out until 2015 at the earliest.

Just yesterday, CCP once again confirmed layoffs at the World of Darkness development team. The moral of the story? Don’t count your chickens before you have any eggs, or a chicken.

MMOrning Shots: DC Universe


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Today’s MMOrning Shot comes neither in the morning, nor is it funny second thing.

Elder Scrolls Online Hits PC/Mac 4.4.14


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In an announcement on the official website, Zenimax Studios has confirmed that Elder Scrolls Online will launch April 4th, 2014 on the PC and Mac platforms. Console gamers will have to wait an additional couple of months, however, as the PS4 and Xbox One releases are not scheduled until June of the same year. The announcement was accompanied by a letter to the community by Game Director Matt Firor.

Worldwide demand for The Elder Scrolls Online is extraordinarily high. This means we need to do a staggered rollout of the different versions of the game to spread out the initial service load and ensure an enjoyable, smooth gameplay experience.

Check out the link below for the full announcement and a brand new trailer.

(Source: Elder Scrolls Online)