A Beta Perspective: Elder Scrolls Online


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Since the dawn of time, many have asked why the Beta Perspective has not yet covered the Elder Scrolls Online, and the answer is as old as time itself: Zenimax doesn’t regard us as a press outfit. I hold no grudges against them, I am merely pointing this out for the purpose of transparency. Factored in with unrelated events, I haven’t spend much time playing Elder Scrolls Online prior to the NDA being lifted because, frankly, I don’t have the time to beta test a game for the sake of bug hunting.

The absolute first thought that I had upon starting The Elder Scrolls Online was “this is certainly The Elder Scrolls.” One constant that has appeared in almost every game in the main series is that the player starts off in a prison, but ESO’s take on the series trope is quite possibly one of the most interesting. At the start of the game, you are dead. Not just dead, you were sacrificed in a ritual and are now stuck in a jail cell somewhere in the insane depths of Molag Bal’s district of Oblivion. With a conga line of NPCs running around me towards the exit, I had to soak in that just minutes into the game, I was taking part in a jail break out of hell. Even if the rest of the game turns out to be forgettable, you have to admit that it’s one hell of an opening.

The world of Elder Scrolls Online looks great, from the atmosphere to the lighting to the voice acting and the soundtrack. Upon returning to the world of the living, the player comes to a tutorial island of sorts, specific to their faction, to complete a series of quests and get a lay of the land before heading off to their faction’s territory.

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From a mechanical point of view, I can understand why some Elder Scrolls purists will not enjoy this game. While certain facets of the series are still present, like much of the combat system, reading books and a multitude of boxes strewn about containing mostly crafting ingredients, certain sacrifices had to be made in the transition to an online shared-world experience. Gone are the days of pickpocketing or even killing random NPCs in the streets, friendly NPCs cannot be touched at all. No more breaking into stores in the middle of the night to steal their wares or loot an armorer. Enemies you kill no longer drop all of their belongings, a well equipped bandit might reward a couple of gold and a potion or cooking ingredient.

Going directly from earlier games to Online may result in the feeling that the game is openly mocking you with some of its restrictions, like throwing you into a bandit’s den strewn with large quantities of food, weapons, armor, and potions, and not allowing you to pick up any of it. I get it, Zenimax has a budding interior decorator on staff, but does everything have to be welded to the floor? I am also not a fan of the game’s restriction on sneaking, where you are physically prevented from crouching in certain areas because it “makes you look suspicious,” according to the in-game message. Jumping around like a madman is fine, so is unsheathing my weapon and trying to stab everyone, but I can’t sneak because it would seem suspicious. Right.

I’ve found combat to be mostly enjoyable in Elder Scrolls Online, with a slight exception to the fact that NPCs telegraph their special attacks with those red indicators on the floor. Since I played through most of my time in the beta in first person, however, the floor markings were rarely within my line of sight anyway. Minus a bit of intermittent server lag, combat feels well paced and fluid, and unlike Final Fantasy XIV’s three second lag, I never felt cheated if I missed a block or failed to disrupt a foe’s attack. As you level up you gain special attacks that add more variety to combat, like the ability to leap on your enemy or knock them to the ground.

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And that is nothing to say about the PvP which I was unable to get into this weekend due to lag issues making the area unplayable. What I can say from previous experience is that PvP is insane. The map is huge, combat is frantic, and success on the battlefield feels less reliant on the roving bands of zerg squads found in Guild Wars 2.

After playing the last couple of beta weekends, I decided to go ahead and buy the standard edition on Green Man Gaming with a 20% off coupon. I fully suggest checking out the final beta weekend if you get the chance, when it rolls around.

Marvel Heroes Mac Beta Signups


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Gazillion Entertainment has announced that users are now welcome to sign up to beta test the Mac client for Marvel Heroes. Launch for the Mac client is set for later on this Spring, but users can sign up now to beta test. Check out the link below for more information on how to sign up.

(Source: Marvel Heroes)

EverEmber Beta V2 Releases Today


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Here at MMO Fallout, we love games like EverEmber Online, so we were excited to see that the latest beta version will be releasing Monday, January 27th. The server is scheduled to come up at 5pm eastern, but you can download the client now and preload up to the latest release version. If you have never heard of the title, EverEmber Online aims to recreate the experience of 90’s MMOs driven more by experience than by holding you through a story. If you also hadn’t noticed, the game looks like retro 16-bit titles.

Check it out at the link below.

(Source: EverEmber Online)

RuneScape Beta Introduces Combat Tweaks


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A news post has appeared on the RuneScape website detailing large updates coming to the game’s Evolution of Combat system. Currently in beta testing, the updates include adding weapon-specific special attacks back into the game as abilities. Also on the table is a function to queue abilities, action bar setups, quickly change loadouts, as well as multiple smaller changes.

These are some of the larger features we’re working on, but there are plenty of smaller improvements coming up too. With these changes, we hope Evolution of Combat will be more appealing to all types of players, adding more depth for experts, while making it more accessible to those just starting out. But that’ll be for you to decide.

Players interested in testing out the upcoming changes and giving their feedback can log in to the RuneScape beta servers, which you can find on the main website. The combat beta does not affect your progress in the live game.

(Source: RuneScape)

Two MMOs Moving Overseas, Just Not Your Seas


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Who wants an extra helping of disappointment today? Two MMOs are progressing into new territories, but judging by MMO Fallout’s metrics, they still aren’t coming to your territories. Mail.ru has announced that the closed beta for ArcheAge is set to start in December. Some of you may recall that mail.ru caught some heat over their planned payment system. Players were able to successfully petition the company to change their plans and adopt the Korean model.

Meanwhile, Blade & Soul’s open beta is set to begin next week in China. The open beta client is already available for download and the servers reportedly will not have an IP block, allowing anyone in who feels like joining up.

(Source: Massively.com)

 

Top 5: Worst Reasons To Pre-Order


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Today marks the return of the Thursday Top 5 List, and this week I want to talk about pre-order incentives. There are many reasons to pre-order a video game, but not all of them are equally valid. As a matter of fact, a lot of them are either functionally useless or counterproductive. This isn’t to say that all of them are bad features, but they shouldn’t be on your list of major reasons to purchase the product.

Please keep your arms and legs inside the vehicle at all times.

5. Beta Access

Not to be confused with early access, beta access is a poor spending choice simply due to the nature of MMO betas: Glorified trial versions of mostly complete software. With the exception of games like Firefall, where systems can radically change based on customer feedback, the beta period is mostly a stress test for server infrastructure. So why would you pay for it? To uncover bugs that, if the past few game launches have anything to say about it, are reported endlessly and never fixed by the developer? Say a bug that existed in a game that allows players to exploit an auction house to duplicate diamonds from some astral dimension.

Paying for beta access is a bit like running for Congress. I’m sure there are people who do so to actually make a difference, add their input, and ultimately make a better world for others to live and play in. Otherwise you’re there to scope out the territory and gain an advantage over your “competition.” You find the best real estate with the best experience to level the fastest and obtain the best drops quickly, and if you really dive down the morality pit, find an unknown bug that is difficult to stumble upon and save it for your own use. So beta access is pointless for most of the right reasons, and useful for all of the wrong reasons.

4. Invisible Cosmetics

Pre-order gear is a matter of heavy debate among gamers. What kind of gear can you give out, can the gear have stats, how much effort should be put into the design, should it be obtainable by other players, etc. Some developers go to the extreme to please both sides and end up pleasing neither, with statless gear that isn’t even technically cosmetic. We’re talking gear that doesn’t even alter the appearance of your character.

This comes mostly in the form of jewelry. The idea is exceptionally funny when you factor it into games where your character is so tiny that you can barely see their regular clothing, let alone a ring, a bracelet, a necklace, etc. What says rewarding loyalty better than a useless cosmetic item that neither your nor your fellow players can see? Nothing.

3. Awesome Starter Gear

Anyone who plays MMOs knows how gear progression works. At the start of the game, you go through armor like a teenage girl and with a lot less discrimination. As you level up, however, the rate at which your find better gear decreases and you spend a lot more time with the equipment you are wearing rather than what you find in the field. At this point, you might look back and think “too bad I couldn’t keep that cool pre-order armor.”

This is especially disappointing when a developer clearly goes out of their way to design some great looking armor when you consider that the average new player will wear it for about ten minutes before coming across something bigger and better, if not as fancy looking. Eventually the clothing will be sold to a vendor, trashed, or sentenced to an eternity in the player’s bank vault, never to be seen again. The exception to this rule, of course, is a game that allows for separate cosmetic override slots. Some do, but not all.

2. Early Access

Early access would be a great reason to pre-order in a perfect world where launches are smooth and servers are stable from Day -7. Unfortunately, this is reality, where MMO launches are stricken by server outages, large quantities of lag, queue lines just to get in the door, extended maintenance periods, databases going down, long download times, systems becoming corrupted, key generators going insane, and generally the downfall of humanity.

Opting to play an MMO on launch day is a bit like saying “I want my first experience with this game to be frustrating, and what I really want is to spend most of my time downloading emergency patches and waiting for the server to come back up. If you could throw in broken quests, queues, and bugs that might wipe my character/inventory, that would be great.”

Considering that analogy, early access takes all of those problems and turns them up to eleven. So why do we continue buying MMOs for early access? Judging by how forums tend to fill up on launch day with posts along the lines of “I have never seen another MMO launch go as badly,” I have a theory that these events actually exist in the Twilight Zone, after which only the developers and a select few in the community have any memory of what happened. I suppose rose tinted glasses or selective memory could be the answer, but they aren’t as fun.

1. Name Reservations

I ranked this number one because it is one of the most common on this list and one of the most presumptive. Think about it: If you pre-order an MMO for the sake of reserving your name or your guild’s name, you are assuming that the MMO will never merge its servers, because doing so will render your purchase useless. Let’s say two people purchase an MMO on the same day and name their character Omali. Two years down the line, their servers are merged into one another, and someone has to give way.

Some MMOs will decide who keeps the name based on creation date and recent activity, while others will simply knock them both out and whoever logs in first gets the name. Whatever path they decide, someone is going to lose what they paid for. Name reservation really only works if it prevents any player from using your name on any server, ever, including you. Allow you or someone to make a character with the same name on a different server and you run into problems if the servers merge, making the purchase pointless. Restrict anyone from using the name and you run the risk years later of the creativity well drying out and players needing to resort to calling themselves xXx_EpixPwn_L3gOrlaz582_xXx just to find a name that hasn’t been taken yet, and boy does that do wonders for everyone’s level of immersion into your world. Implement a unique handle system like Perfect World Entertainment does and you fix the duplicate problem but can no longer advertise name reservation as a benefit of pre-ordering.

I know some of you are thinking that nobody pre-orders a game with the primary, or at least major, objective being to reserve their game, but they do. One of the most common complaints I see on forums whenever a game merges servers are people complaining that they pre-ordered for nothing. Forget the head start, exclusive benefits in the form of digital or physical items, and any play time taken along the way, I have actually seen people declare years of gaming in a particular title as meaningless because somewhere down the road they were forced to make a slight alteration to their handle.

You have no idea the rabbit hole you step into when you mention server mergers. Which is why I don’t anymore, mostly. And it is absolutely advertised on quite a few MMOs as worthy of being placed on a bulleted list next to the digital items and head start.

City of Steam Early Admission Begins May 10th


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It’s been a while since we managed to get our hands on City of Steam, and that is about to change come in just two weeks. The folks over at Mechanist Games have announced that City of Steam will be heading into early access open beta starting May 10th. The prelude to open beta will see the servers open continuously, however players will initially only have access to three classes (gunner, arcanist, warden) and four races (Heartlanders, Stoigmari, Avens, Ostenians) with the fourth class and seven other races unlocked over the course of the beta. The idea, of course, is for focused content testing.

There are no wipes planned for this prelude to open beta, so players can consider it something of a super-soft launch (softer than an overripe banana). Gamers who tried out City of Steam’s previous betas will be happy to know that there has been a number of updates since the last beta period, including a new skill/talent system, crafting system, new zones, more content, more cosmetics, improved dungeons, and the open world wilderness zones. Access to the beta is open to just about anyone. If you have a collaborator pack, participated in previous betas, or even are just subscribed to the newsletter, you’re guaranteed entry.

(Source: City of Steam)

City of Steam Unveils The Wilderness


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It feels like forever ago that Mechanist Games was running the last City of Steam closed beta weekend, so it’s easy to forget that the developer is still plugging away at its browser steampunk MMO, and boy do they have something cool to reveal. In the latest developer blog, we are given a look at a new feature coming to City of Steam: The wilderness. Those of you who played City of Steam during the beta weekends will be familiar with the basic structure of the game: Similar to games like Guild Wars, you have areas where players run around and trade, turn in quests, and buy and sell items, where there is no combat. Then you have the instanced areas where the action takes place.

So City of Steam really didn’t have any open world combat zones that you’d see in a traditional MMO, at least not until now. Mechanist has revealed the wilderness, an open zone where players can fight mobs, fight players, and not even be in a group.

Even though the basic concept of the wilderness is a giant open level with respawning mobs, there’s more to it. There are going to be public events in these areas, random rare mob spawns and some other things we’ll talk about soon.The areas being public also mean that you’ll sometimes be fighting for mobs; well, we might eventually have a way to settle your differences in there… We have some other ideas brewing that we may share at a later time.

City of Steam is still set for sometime after lunch, but before Duke Nukem For…no sorry that joke doesn’t work anymore.

(Source: City of Steam)

RuneScape 3 Beta Program Detailed


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Jagex’s upcoming overhaul to RuneScape, also known as RuneScape 3, will be coming to all players later this summer. Before then, however, players are being invited to test out the new system in order to find any bugs or offer feedback to improve features before they go live. In preparation, Jagex has unveiled some details for how the beta will work, in a post on the main website. While gold and silver premier club members will receive guaranteed access, members will need to register for a chance to get into the beta. While the number will start out small and open up gradually, the announcement does state that all members will have a chance to try out the new game before it goes live.

  • 3rd April: Registration for the RuneScape 3 Beta Programme is opened to members.
  • 10th April: Registration closes.
  • 17th April: HTML5 beta begins.
  • 24th April: New interface alpha begins.

The HTML 5 beta begins in just about three weeks. As with Evolution of Combat, we will be doing impression pieces once the beta goes live.

(Source: RuneScape)

The Missing Ink Will Accept Bitcoins


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UK MMO developer RedBedlam is not unfamiliar with breaking new boundaries, having brought Roma Victor to the free to play scene long before it was the popular thing to do. Fast forward to 2013 and the studio is once again paving the way for others to follow with the announcement that their upcoming MMO, The Missing Ink, will be supporting the virtual currency Bitcoin.

RedBedlam’s CEO Kerry Fraser-Robinson stated the following in a press release sent out today:

“We’re delighted to support Bitcoin.  We believe in the virtual currency and we think, as an Indie games developer, that this is exactly the type of payment option we should offer to players of The Missing Ink and also future games we have in development.”

The Missing Ink is currently in open beta and can be played by anyone with an account.

(Source: The Missing Ink)