Beta Perspective: RuneScape Death Mechanics


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Now that Jagex has joined the rest of the MMO industry with the launch of a test server for major updates, I figured I’d use the opportunity to take a quick look at the upcoming new death mechanic as it currently stands. RuneScape’s death system has been a hot topic for years, as it started out with the player dropping everything except for their three most valuable items before moving on to a gravestone system that would eventually expire and make the player’s loot available for everyone.

It strikes of casual-izing, but it has more to do with the player base itself. Those who play RuneScape likely are aware that death for most has become a trivial affair, it’s rare to actually lose something when you have a half hour to get your stuff. Jagex realized that the only people who are losing things are people dying unfairly, whether it be from bugs, shoddy servers, or if someone hits your car backing out of the apartment parking lot while you’re fighting a boss and you have to go take down the license plate number before they drive off. But I digress.

RuneScape’s death changes have been a long time coming, and I say this as someone who never dies in the game.

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For the purpose of seeing the new death interface, I made an exception.

I immediately grabbed my better gear and threw myself at the fires of one of RuneScape’s bosses. Death now teleports you to Death himself, who keeps hold of your items for 24 hours or until you can pay him off. My set of Bandos armor (the three cheapest pieces) plus an amulet of fury wound up costing me just over a hundred grand to replace, with my food and grand potions cutting a rather small fraction of the cost.

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You can sacrifice some of the stuff you don’t want to cut a bit of the cost off, but by my figures it won’t do much. The addition of the 24 hour timer gives you the chance to hit the bank in case you don’t have any cash on you, or to go farm some stuff to sell if you don’t have the cash at all. The timer also allows players ample time to get their goods back, god forbid either your internet go down or the servers are unstable for multiple hours at a time.

The actual economic impact will have to be seen when the update goes live, but the goal is to introduce an item and gold sink through the cost of retaining items and the loss of those sacrificed or unable to retain. As someone who rarely dies, I don’t expect to see much of an impact from this update, but the knowledge that server disconnections are easier to deal with goes a long way to changing attitude while playing.

Beta Perspective: RPG MO


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The best thing about old school gaming is that no matter how old I get, it stays just the same. RPG MO, which sounds like the gaming equivalent of the twenty pound bag of generic cereal you can buy for $1 at the grocery store, is an in-development MMO heavily reminiscent of RuneScape Classic that has taken up a lot of my time this past week.

If Andrew Gower had begun developing RuneScape classic a couple of years ago, what he created would look a lot like RPG MO. Graphically, the game is as basic as it gets without being fully text. Characters have no animations and slide across the tile board which is presented at a maximum of 16 by 16 squares. Performing actions is displayed with a simple thought bubble above the character’s head, and the most complicated graphical design on the menu is a health bar with a light gradient.

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Functionally, RPG MO is just as basic as its graphics. As with RuneScape Classic, combat is a one on one back and forth of watching your fighters smash each other with swords until somebody dies. Mobs do not roam currently and won’t chase you if you decide to run from combat. They will initiate attack if you walk by them, however, and can only be run from after three rounds of combat, during which you also cannot eat. Death means losing all but your two most expensive items.

As a stat-based game, leveling is a matter of grinding various skills to improve your character, from making him more powerful in combat to equipping more powerful gear and gathering/crafting better stuff. It’s pretty impressive just how faithful RPG MO is to older games, with little details like needing to equip raw fish in your hand in order to cook them, or equipping tin and copper in both hands to smelt bronze. More intricate crafting is done using a Minecraft-esque tiled box, placing specific reagents in patterns.

There is also the built in mod system, allowing you to activate one of any number of officially sanctioned mobs to make your experience all the more user friendly. The mods vary from simple UI enhancements to an in-game wiki menu and more informative menus.

Ultimately, there is a lot to do in RPG MO, like raise pets, build a house, fish, cook, make weapons and armor, punch cows, and more, which makes it even better that this game runs on just about anything down to a toaster. I even got the game working flawlessly on my Chromebook on a wifi connection that can barely run Youtube in low definition.

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I also just want to point this out, you can throw ten pieces of ham onto an anvil for a 1% chance at turning it back into a live pig to keep as a pet. There is a lot more to talk about with this game, and hopefully I’ll be able to dedicate more Beta Perspective articles to it and perhaps grab a chat with the developer, but for now I really recommend you check it out at http://mo.ee/

One Hour Of Civilization Footage


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Civilization Online is an upcoming MMO by XL Games and currently enjoying a closed beta in South Korea. While the title isn’t currently dated for a western launch, you can take a peek at the Korean beta by watching the video embedded below. The footage was recorded by Youtuber Surreal MMO.

MMOrning Shots: Wakfu Steam Release


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Today’s MMOrning Shot comes to us from Wakfu, which the more observant of you will know is now available on Steam. Players who join up through the Steam service will be able to enjoy the revamped tutorial, with all beta testers receiving the Paravortal decoration item.

Check out MMOrning Shots every Monday, Wednesday, and Friday. Mostly.

MMOrning Shots: Paxsets


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Today’s MMOrning Shot comes to us from Trove, from assets Trion Worlds released for this year’s Penny Arcade Expo. Trove is set to go into closed beta on September 25th, after which early supporter packs will be going away.

Delve deep into MMOrning Shots every Monday, Wednesday, and Friday.

Next ArcheAge Test Coming August 22nd


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ArcheAge beta tests are like the McRib, they only come around for a little while and the next event is always sooner than you think. Whether you’re itching to get in for the first time or have already tested ArcheAge and are hungry for more (or have to wait out your prison sentence), you’ll be glad to hear that the next closed beta event begins August 22nd and goes through August 27th. Your crops will pick up exactly where they left off at the end of the previous event.

What’s new? Now you can play ArcheAge in English, German, and even French. Beta Event 3 keys will not be valid this time around, but you’ll be able to grab a key from a number of partner sites (not MMO Fallout, we’re not a partner site) in the coming days. Otherwise you can buy into the ArcheAge founders packs and get instant access.

(Source: ArcheAge)

Beta Perspective: Destiny on PS4


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Aren’t pre-order betas great? You throw $5 (refundable) down at Gamestop and, in return, you get what can nearly be called a preview copy of your game to play and figure out if it’s going to be worth buying. Where else can you get that kind of preview, apart from perhaps every other form of media? Given my status as fiscally conservative, which is code word here for “cheap bastard,” I generally come to the conclusion that a game is worth playing so long as the price drops from the initial $60. Red Dead Redemption was worth the $60 I paid for it new, but Timeshift was more than worth the $1.69 I got it for used. It’s all about perspective.

So I can say that, after playing the Destiny alpha, I went into Gamestop and not only secured my pre-order, I upgraded to the $99 collector’s edition. I won’t go as far as the $150 edition with the figurine, I like the game but not enough to buy an overpriced and mass produced chunk of plastic. Now, for the record I played the Destiny beta on the Playstation 4 (obviously). The beta on the Xbox consoles doesn’t come out until the 23rd, at which time I will not be previewing them because I do not own either system. Your mileage may vary.

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I was already hooked on Destiny as of the first alpha test, so the beta was merely returning for another sip. Right now the beta caps out at level 8 with only the first handful of missions available to play and a number of features either inaccessible or unobtainable. There are three classes available with accompanying subclasses (at level 15, unreachable in beta), the Titan, the Hunter, and the Warlock. Each class is fully capable in combat, distinguished by the set of abilities afforded to them. My favorite ability is that of the Hunter, a special where he summons a three-shot pistol that can shred through most enemies like butter.

Weapons and equipment are picked up during battle and carry their own set of stats and special abilities. You can only have three weapons equipped at any time and each fall into their own categories that can’t be changed. The primary weapons include rifles and pistols, with snipers in secondary and machine guns and rocket launchers in heavy. Finding ammunition for the special and heavy weapons was a slow and painful process, with the natural expectation being that those weapons should be saved for more difficult battles. Equipment also carries special abilities, like a sniper rifle that can pick up ammo by shooting it, or a rifle that does more damage on the last half of a clip.

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Destiny feels an awful lot like a smoother, far more serious Borderlands with persistent online interactivity. All of the action takes place on overworlds, sprawling areas of above and below ground zones filled with foes of varying level. The story missions act as a guide through this world, showing you a basic idea on what it has to offer without actually holding you by the hand and showing you its secrets. If you look around hard enough, you’ll find all that Destiny has to offer from its high peaks to low, hidden dungeons. In the beta, I even managed to come across several dungeons that went so deep that enemies eventually became “??” level. Frightening.

But Destiny is all about killing things in order to find better equipment with which to kill bigger things and so on and so forth. You pick from three classes with distinct abilities and eventually level them into their own subclasses, none of which were available thanks to a level cap of eight and a required level of fifteen. Choosing your class is a matter of taste, with the Titan focusing on brute force and tanking while the Hunter shoots from afar and the Warlock is more mid-range.

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There is a wealth of content to explore simply in this small beta, with secret corridors around every corner. In addition to the dungeons available to explore, the overworld also plays host to numerous mini-quests, missions that are picked up on the fly and are often simple objectives like “kill these creatures for their data,” and “explore this dungeon.” Occasionally your exploration will be interrupted with a public event, generally involving a boss creature, where players absolutely must work together in order to succeed.

Death is very light in Destiny, there are no penalties for dying and resurrecting in the overworld. In dungeons, however, certain areas as well as boss fights are designated “restricted respawn,” where you must either be revived by a teammate or face having to start the area over again if the entire team wipes. According to other posts I’ve seen on the forums, there are hints in-game that armor will degrade upon death requiring repairs. Otherwise it is possible to die thirty-odd times fighting a giant mech walker boss on the overworld only to keep coming back and whittling its health down little by little.

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Destiny’s PvP mode is the Crucible, where players can compete on deathmatch and territory control maps. If you have no interest in the rest of Destiny and simply want to battle it out with your fellow gamers, it is completely possible to level up in Crucible.

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There isn’t enough content to fill up more than a day or two of playtime in this beta, but I consider my thirst quenched until launch, or at least the next beta phase.

Firefall Officially Launching July 29th


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It’s been a long development road for Red 5 Studios and Firefall, one that is happily coming to its next milestone. Red 5 Studios has announced that Firefall will be officially launched as of July 29th, emerging from beta and ready to take its place in the world. To coincide with release, the team is putting together a boatload of new content. Firefall goes live with a patch that will add in new continent space, and exponentially increase the amount of content.

“The update we are releasing for launch will be the largest update we have ever had,” said James Macauley, CEO of Red 5 Studios. “It will quadruple the amount of world space in Firefall and add roughly 15-times the amount of content we have had previously in Beta.”

Firefall will be available on the web and on Steam at launch, with the beta still open for anyone who wishes to join in.

(Source: Red 5 Studios press release)

Destiny Beta July 17th


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With the launch of Destiny months away, Bungie has revealed more information regarding upcoming betas and content releases. Destiny’s next beta event will go live on July 17th for Playstation 4 and Playstation 3 owners, with the Xbox One and 360 following on July 23rd. Servers will go offline between the 21st and 22nd for maintenance, and then will resume service until the 28th. Three collector’s edition packages will be made available for Destiny, including the usual array of vanity items as well as a steelbook case and access to the first two expansions. The Ghost Edition includes a ghost replica, as well as a letter of introduction and golden age relics.

Pre-ordering receives early access to Vanguard gear. Destiny launches 9/9/2014.

(Source: Bungie press release)

Legion of Heroes Seeks Android Beta Testers


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Nexon M, Nexon’s mobile publishing arm, has announced that it is seeking beta testers for their upcoming mobile MMO, Legion of Heroes. Beta testing begins on June 26th, but eager players can sign up starting today with testers being accepted on a first come, first serve basis. Legion of Heroes hopes to recreate a pc-quality MMO experience for tablets and phones.

Interested gamers can sign up at the following link. The beta client requires an Android device running 4.0 or later.  Legion of Heroes launches later this year on iOS and Android.

(Source: Nexon Press Release)