Less Than 200 Banned For Guild Wars 2 Snowflake Exploit


guild-wars-2_83015

I hate writing articles on bans related to exploits, they just serve to confuse players and just those who found some interest in the article. Terms like “mass ban” and “widely exploited” are thrown around when the actual numbers of how many people were using the exploit, and consequently how many were banned for it, is much less impressive than the terminology surrounding the announcement. So let’s dive in and try to not confuse those of us who haven’t been playing Guild Wars 2 recently. I’m going to try to explain this the best I can, but don’t take the description of events below as 100% accurate. Ultimately all you need to know is what is quoted by Arenanet.

Wintersday is the event Arenanet holds in place of Christmas, and just like its real life counterpart, we can’t get through the holidays without someone getting stabbed (unless that’s just my family). According to what I’ve seen in news reports and from players, an exploit surfaced early on in the event which allowed players to use snowflakes from the event to convert several absurdly cheap items along with a black lion salvage kit, to generate endless amounts of ectoplasm, which is used in creating many of the high-level items. The exploit was closed and when Arenanet came back from holiday vacation, the team set off banning the worst of the offenders.

As I’ve already said, less than 200 were banned according to Arenanet. According to the North American Community Team Lead Regina Buenaobra, the banned players knew exactly what they were doing:

The number of accounts terminated as a result of this exploitative activity is actually very small—fewer than 200. However, these people are the very worst offenders, and engaged in this exploit to egregious levels—hundreds and even thousands of times. They knew exactly what they were doing and they knew that their activities would damage the economy.

Gaile Grey, Arenanet Support Liason, posted to explain why the exploit should have been obvious to anyone making use of it:

Any time you take one thing and can make two, and then four, and then sixteen… ya gotta know that’s just wrong. (I won’t quibble on the odds, but overall, that form of doubling was not outside the realm of possibility.) And to perform that action hundreds and hundreds of times? That’s call “exploitation,” and that’s against the User Agreement, the Rules of Conduct, and all that is holy.

(Source: GW2 Forums – Number banned)
(Source: GW2 Forums – Understanding Exploits)

Age of Empires Online Isn’t Shutting Down, Content Development Ceases


age-of-empires-online-thumb

You like Age of Empires Online just the way it is, right? Hopefully you do, because Gas Powered Games has announced that future content development has ceased. A small amount of content will be released in the coming weeks, but after that Age of Empires Online will only see a few small changes to fix bugs as they crop up, as well as maintenance to keep the game running. Following this little bit of content, the game will be set as it is forever. Granted, this doesn’t mean that Age of Empires Online is close to shutting down.

Far from it in fact, rather Microsoft Studios notes in the announcement that nothing will change for current gamers:

However, nothing else changes for players, nothing that currently exists will be removed. You can still play everything you own, earn EP, and purchase any content you do not currently own. We will still fully maintain and support the game and its players; no one is losing anything that you have earned or bought. Our Community team will continue to support the game by way of Community Challenges, streams, contests, PvP tournaments and more.

The cause for the sudden cancellation is due to a reported high cost of developing content for the MMO.

(Age of Empires Blog)

Age of Empires Online Isn't Shutting Down, Content Development Ceases


age-of-empires-online-thumb

You like Age of Empires Online just the way it is, right? Hopefully you do, because Gas Powered Games has announced that future content development has ceased. A small amount of content will be released in the coming weeks, but after that Age of Empires Online will only see a few small changes to fix bugs as they crop up, as well as maintenance to keep the game running. Following this little bit of content, the game will be set as it is forever. Granted, this doesn’t mean that Age of Empires Online is close to shutting down.

Far from it in fact, rather Microsoft Studios notes in the announcement that nothing will change for current gamers:

However, nothing else changes for players, nothing that currently exists will be removed. You can still play everything you own, earn EP, and purchase any content you do not currently own. We will still fully maintain and support the game and its players; no one is losing anything that you have earned or bought. Our Community team will continue to support the game by way of Community Challenges, streams, contests, PvP tournaments and more.

The cause for the sudden cancellation is due to a reported high cost of developing content for the MMO.

(Age of Empires Blog)

TERA Closer To Free To Play? En Mass Entertainment Shuffles Executives


TERA_ScreenShot_20120311_210446

With TERA going free to play in just about everywhere but North America, stateside fans are no doubt beginning to ask when their time is coming. The latest news from En Masse Entertainment was a post from Minea on the forums stating that TERA will remain subscription based in the United States. A definitive answer, one that sparked mixed reactions on the main forums with some players applauding the announcement and others not as satisfied.

With an announcement gone out today, En Masse Entertainment has revealed that Christopher Lee has been promoted to the position of Chief Executive Officer, replacing Dr. Jae Heon Yang who will step down and continue his role as an executive at En Masse Entertainment’s parent company Bluehole Studios. Mr. Lee was previously Vice President of publishing. Additionally, former Vice President of Nexon America Soo Min Park has been hired as Chief Operating Officer, replacing Patrick Wyatt who had left the company earlier in 2012 but still acts as an external adviser for the publisher. Halo Group Marketing Manager Bryan Koski has been hired to Director of Marketing while TERA Senior Producer Brian Knox will be promoted to Executive Officer.

What does this mean for TERA? Some might see the writing on the wall with hiring an ex-Nexon VP as Chief Operating Officer.

(Source: Games Industry International)

Jagex’s Evolution of Random Events


scaperune2

I’ve always said that, despite its flaws and excessive grind, RuneScape has always been not only one of my favorite MMOs, but one that I’ve played continuously longer than any other title (I haven’t let my subscription lapse since 2005). For a game like RuneScape which is notorious for long, monotonous and repetitive actions, Jagex has gone in a direction over the past few years of shaking up the normal daily routine of its players, and that I feel deserves a pat on the back. I could use this space to discuss how Jagex has implemented various systems over the years to exponentially reduce the amount of clicking a player has to do to perform skills, but that is really just a small section of the improvements.

And thankfully I’m not talking about the obnoxious random events. Back in the early days of RuneScape, Jagex introduced random events that would either break or kill (and thus break) bot accounts. Random moments during skilling or combat would pop up, like a golem coming out and attacking your character or your pickaxe head flying off and needing to be picked up. It didn’t take long for bots to overcome these systems, and Jagex spent a few years desperately trying to think up new random events to beat the bots, all of which were quickly updated to counteract those measures. On the other hand, the random events were not a hindrance to bots, they were just an annoyance to legitimate players. Several of the random events were just plain broken, a couple were so difficult that players couldn’t complete them, and one was impossible to complete if you were color blind. On October 24, 2012, all random events were removed.

Technically speaking, the oldest Distraction and Diversions came years ago. Released in 2005, creatures from select species have the chance of dropping a scroll allowing the player to challenge the champion of that race to a one on one battle. The idea was there, however with a drop rate of one in five thousand (estimated), the odds are slim against players simply stumbling upon the scrolls. Another early distraction would be treasure trails. Many creatures in RuneScape have the chance of dropping clue scrolls, which requires that the player follow coordinates, decipher maps, and solve puzzles on a scavenger hunt to find loot from a randomized list. And finally, Tears of Guthix is a weekly mini-game where players collect items to obtain a small exp boost in their lowest skill.

In 2009, Jagex began using the term “distraction and diversion” in regards to what are along the lines of mini-games among mini-games. The distractions are meant to be small, often time locked activities to take part in during your normal gaming experience. For instance, a player might be chopping down trees and have a root pop up and knock them away. Further investigation would lead the player to an evil tree, which can be chopped or burnt to the ground alongside other players on the server in return for various experience rewards. Again, the idea wasn’t to introduce major game mechanics, but simply something to take the edge off of grinding or to provide a nice incentive for exploring around.

Since their release, Jagex has updated RuneScape with a growing variety of distractions and diversions, with their own quirks and timelines. Events can range from hourly to monthly, and involve everything from the player going on a hide and seek hunt for penguins, to donning a prosecutor/defense badge and making a stand in court. Some require the player to be in the right place at the right time, while others will simply fall into their lap during the course of regular game play. The events are short enough to not be a nuisance, fun enough to actually make the player want to take part, and unlike Jagex’s random events, the rewards are decent enough to warrant participating even if you don’t necessarily like the activity.

scaperune3

As with everything Jagex has done with RuneScape, and the same can be said for most other MMOs, new systems start off slow and evolve over time. So back in October I made a note to keep watch on a little update to RuneScape: Invasions. Introduced presumably as a way to test the technology, goblins now invade a random section of the game every half hour on the half hour. The update felt more like a prototype to be expanded upon than anything. The goblins are weak enough that even a new player could best them, and the rewards that they offer are among the lowest tiers of equipment. Still, I held out the hope that Jagex would eventually expand on the idea.

And expand they have. As per the January Behind The Scenes, the next invasion will be hitting RuneScape this month:

Similar to the goblin flash mobs from 2012 (only much, much tougher) you’ll be able to fight groups of NPCs that appear in pre-determined locations (like the Wilderness and other dangerous zones) throughout the world. For those brave enough, new rewards await! This time you’ll be able to kit yourself out with the latest in warrior-chic: the demon slayer armour. In addition to its generous stats – equivalent to dragon armour – they’ll also grant you increased XP when fighting demons, and an increased dodge chance when fighting the demon general that spawns at the end of the flash mob.demon flash mobs armour

Depending on where Jagex takes this, these events have the potential to spiral into something massive and game-changing. If anything, an increased variety of invasions would be a cool way to breath life into some of the lesser used areas of the world (of which there are many), not to mention expand on some of the game lore and throw a new feature into the game. Part of me would like to see this evolve into a system along the lines of Tabula Rasa, where players are tasked with defending villages and even cities from hordes of NPCs, with the possibility that the area could be ransacked and temporarily taken over should the players fail to defend the area, forcing them to retake the territory. Obviously this is wishful thinking and speculation on my part, but I think some form of PvE or even PvP territory control system (even if it is only present on certain worlds) would work great on RuneScape.

And with the RuneScape Next Gen coming, who knows?

Jagex's Evolution of Random Events


scaperune2

I’ve always said that, despite its flaws and excessive grind, RuneScape has always been not only one of my favorite MMOs, but one that I’ve played continuously longer than any other title (I haven’t let my subscription lapse since 2005). For a game like RuneScape which is notorious for long, monotonous and repetitive actions, Jagex has gone in a direction over the past few years of shaking up the normal daily routine of its players, and that I feel deserves a pat on the back. I could use this space to discuss how Jagex has implemented various systems over the years to exponentially reduce the amount of clicking a player has to do to perform skills, but that is really just a small section of the improvements.

And thankfully I’m not talking about the obnoxious random events. Back in the early days of RuneScape, Jagex introduced random events that would either break or kill (and thus break) bot accounts. Random moments during skilling or combat would pop up, like a golem coming out and attacking your character or your pickaxe head flying off and needing to be picked up. It didn’t take long for bots to overcome these systems, and Jagex spent a few years desperately trying to think up new random events to beat the bots, all of which were quickly updated to counteract those measures. On the other hand, the random events were not a hindrance to bots, they were just an annoyance to legitimate players. Several of the random events were just plain broken, a couple were so difficult that players couldn’t complete them, and one was impossible to complete if you were color blind. On October 24, 2012, all random events were removed.

Technically speaking, the oldest Distraction and Diversions came years ago. Released in 2005, creatures from select species have the chance of dropping a scroll allowing the player to challenge the champion of that race to a one on one battle. The idea was there, however with a drop rate of one in five thousand (estimated), the odds are slim against players simply stumbling upon the scrolls. Another early distraction would be treasure trails. Many creatures in RuneScape have the chance of dropping clue scrolls, which requires that the player follow coordinates, decipher maps, and solve puzzles on a scavenger hunt to find loot from a randomized list. And finally, Tears of Guthix is a weekly mini-game where players collect items to obtain a small exp boost in their lowest skill.

In 2009, Jagex began using the term “distraction and diversion” in regards to what are along the lines of mini-games among mini-games. The distractions are meant to be small, often time locked activities to take part in during your normal gaming experience. For instance, a player might be chopping down trees and have a root pop up and knock them away. Further investigation would lead the player to an evil tree, which can be chopped or burnt to the ground alongside other players on the server in return for various experience rewards. Again, the idea wasn’t to introduce major game mechanics, but simply something to take the edge off of grinding or to provide a nice incentive for exploring around.

Since their release, Jagex has updated RuneScape with a growing variety of distractions and diversions, with their own quirks and timelines. Events can range from hourly to monthly, and involve everything from the player going on a hide and seek hunt for penguins, to donning a prosecutor/defense badge and making a stand in court. Some require the player to be in the right place at the right time, while others will simply fall into their lap during the course of regular game play. The events are short enough to not be a nuisance, fun enough to actually make the player want to take part, and unlike Jagex’s random events, the rewards are decent enough to warrant participating even if you don’t necessarily like the activity.

scaperune3

As with everything Jagex has done with RuneScape, and the same can be said for most other MMOs, new systems start off slow and evolve over time. So back in October I made a note to keep watch on a little update to RuneScape: Invasions. Introduced presumably as a way to test the technology, goblins now invade a random section of the game every half hour on the half hour. The update felt more like a prototype to be expanded upon than anything. The goblins are weak enough that even a new player could best them, and the rewards that they offer are among the lowest tiers of equipment. Still, I held out the hope that Jagex would eventually expand on the idea.

And expand they have. As per the January Behind The Scenes, the next invasion will be hitting RuneScape this month:

Similar to the goblin flash mobs from 2012 (only much, much tougher) you’ll be able to fight groups of NPCs that appear in pre-determined locations (like the Wilderness and other dangerous zones) throughout the world. For those brave enough, new rewards await! This time you’ll be able to kit yourself out with the latest in warrior-chic: the demon slayer armour. In addition to its generous stats – equivalent to dragon armour – they’ll also grant you increased XP when fighting demons, and an increased dodge chance when fighting the demon general that spawns at the end of the flash mob.demon flash mobs armour

Depending on where Jagex takes this, these events have the potential to spiral into something massive and game-changing. If anything, an increased variety of invasions would be a cool way to breath life into some of the lesser used areas of the world (of which there are many), not to mention expand on some of the game lore and throw a new feature into the game. Part of me would like to see this evolve into a system along the lines of Tabula Rasa, where players are tasked with defending villages and even cities from hordes of NPCs, with the possibility that the area could be ransacked and temporarily taken over should the players fail to defend the area, forcing them to retake the territory. Obviously this is wishful thinking and speculation on my part, but I think some form of PvE or even PvP territory control system (even if it is only present on certain worlds) would work great on RuneScape.

And with the RuneScape Next Gen coming, who knows?

SWTOR State of the Game Confirms New Content, Same Sex Relationships


bots

Executive Producer Jeff Hickman has posted a State of the Game on the Old Republic official website, outlining how Bioware plans on implementing some much-requested features in the coming few months. Spring 2013 sees the launch of The Old Republic’s first expansion, Rise of the Hutt Cartel, and the community is still seeing a rise in population from the recent conversion to free to play. So to start off the year, Hickman posted four main points of interest for the coming year.

Over the coming year, Bioware plans on introducing more content at the end-game section (level 50). For fans of the game’s player vs player combat, Hickman notes that changes are coming to Ilum, describing the update as “a departure from what was there before.” Unfortunately those of you hoping for a re-implementation of the game’s open world PvP are out of luck. Hickman notes that while Bioware will be experimenting with a new approach to open world PvP, do not look for massive open world PvP this year (2013), as Bioware is focused on PvP seasons and warzones.

We’ve got new Operations, new Flashpoints, new difficulty modes, new PvP areas, and of course, the entire Digital Expansion: Rise of the Hutt Cartel (which is targeted at our high level players). We have a plan mapped out for the upcoming year that will keep the elder game fresh and interesting for players of all types.

Hickman takes on the subject of same sex relationships, a topic that has come up in the past and proven controversial for the developer. Same sex relationships are coming to The Old Republic, starting with NPCs on Makeb (the planet coming with the Rise of the Hutt Cartel expansion), and were originally delayed due to work being focused on the game’s free to play transition.

As we have said in the past, allowing same gender romance is something we are very supportive of.

Finally, players will be relieved to see that they will (eventually) be able to transfer characters over to the public test realm.

(Source: The Old Republic)

Falling Out #20: Ventriloquist Sensationalism


reboot20

If I could wish for one super power, it’d be the power to stop stupid people from quoting me at all. I take great caution in writing articles like the Companies House/Jagex ongoing pieces, starting and ending the article by pointing out that none of the “worst case scenarios” have a snowball’s chance in hell of happening, to avoid others quoting me like I’m some kind of sensationalist moron. Instead, I’m finding incoming links from other websites/forums reporting my article as though Jagex either is in the process of being liquidated, or already has been.

And somehow I always end up being called alarmist for the misinformed opinions of other people not connected to this website in any fashion.

[Community] First Impressions Are Everything


Raiderz 2012-11-11 10-45-07-01

Jbuck1984 over on Reddit wants RaiderZ developer MAIET Entertainment to know that it took him ten minutes to decide that the MMO wasn’t worth investing the time into. Simple: Upon entering the game, Jbuck1984 was immediately greeted by a spam bot that could not be blocked due to poor UI and an impossible to read name.

Would have loved to give it a shot, but there was a random gold spammer with the name llllllllll. In game I couldn’t differentiate the L’s from the I’s and I couldn’t click in the chat window to block him. The only next logical step for someone like me who gets annoyed very quickly was to uninstall the game. Thanks Raiderz for making the interface so horrible. If you couldn’t develop a functional chat window I can only imagine what the rest of the game is like.

Some of you will likely see uninstalling the game as a bit of an overreaction, but that doesn’t make Jbuck1984’s point any less true. Walking into an MMO and being presented with an environment like the one described is a bit like entering a nice restaurant and having solicitors start berating you from the entrance to your table to try and sell you stuff. The food might be of five star quality, and odds are a good few people with higher levels of patience will stick around long enough to eat it. There are, however, others who will just get up and go to a restaurant that doesn’t tolerate solicitors.

The post over at Reddit was deleted before this article was published, so you’ll have to excuse there not being a link to the original post. If you have a thought you would like to submit to Community Concerns about RaiderZ or any other MMO, throw us a comment below.

Companies House Proposes Striking Off Jagex Ltd.


jagex-games-studio

Update: I made a mistake in calling the fines “heavy.” The fine is actually about 750 pounds, which a company with Jagex’s income wouldn’t even notice.

The drama continues. Last week we talked about how Jagex is currently three months late on filing its annual financial statements. According to Companies House, Jagex was supposed to file its returns by September 30th, something which the UK developer has still yet to do going into the new year. I noted that while Companies House handles late filings on a case by case basis, and that companies like Jagex generally file late due to issues with third party accounting firms, that there are some potentially heavy consequences if the statements are not filed soon, including fines and charges against the executives and, in more serious situations, complete liquidation of the company. We can speculate all we like, however, but only one thing is clear: with the reason behind the delay shrouded in secrecy, all we know is that Jagex has still yet to file its reports.

Companies House has updated Jagex’s company status to “Active – Proposal to strike off.” What this means is that the registrar no longer views Jagex as actively doing business, given that the company is more than three months behind on sending in proper papers. The Companies House website notes that the proper procedure in dealing with an involuntary strike off is as follows:

Before striking a company off the register, the registrar is required to write two formal letters and send notice to the company’s registered office to inquire whether it is still carrying on business or in operation. If he is satisfied that it is not, he will publish a notice in the relevant Gazette stating his intention to strike the company off the register unless he is shown reason not to do so.

So is Jagex going to be shut down? All public signs point to no chance that Companies House would view one of the largest UK developers as no longer in operation, and that no one at Jagex is insane enough to ignore two letters from Companies House. What is more likely is that, should they still fail to turn in the proper documents, Jagex will likely be on the receiving end of some light fines. That is, before the wrath of very angry investors falls down upon their shoulders.

Thank you to the folks at Stellar Dawn Central for keeping a watch on the situation.

(Source: Companies House)