DarkScape Drops Multiple Banks, Multiple Grand Exchanges


JagexLauncher 2015-09-21 20-03-33-20

The whole point of experimenting is to test new ideas, and that means a high likelihood that those ideas will be scrapped as unusable for one reason or another. In DarkScape, today’s update marks the removal of the three separate bank and Grand Exchanges. In order to add danger to DarkScape, Jagex had separated the world into three separate ‘risk’ areas with three separate banks and three Grand Exchanges, requiring players to smuggle items between them in order to move resources around the world.

Beginning today, players will be able to access all three banks from anywhere, although they will remain as three separate tabs. In addition, the medium and high threat exchanges have been shut down, returning any items/gold from unfinished sales. It is also possible to teleport from lower risk to higher risk areas while carrying items, but not vice versa.

(Source: DarkScape)

MMOments: Deadman Is DarkScape Plus Punishment


deadman

Deadman Mode is DarkScape plus punishment, a statement that should be instantly endearing to anyone who tried out the RS3 mode and found it too accommodating to rushers and griefers. If you’re looking for Old School RuneScape with more rogue-like features, this is the place to be. If you’re not willing to lose a lot, and I do mean a lot, whenever you die, well there are other versions of RuneScape available to you.

It’s interesting to think of Deadman Mode as something that is hardcore in theory, not so much in practice. On paper, the game sounds devastating: Lose your inventory plus 28 of your most valuable stacks of items in the bank, plus 50% experience in all of your unprotected skills. And it is, death in Deadman is punishing in a way that only a masochist can love. But that, ultimately, is what seems to be preventing the game from becoming a grief-fest.

In DarkScape, a player with a decent stock of weapons can go around harassing players to no end and not end up risking anything. Griefing in Deadman means being willing to lose everything, and while I have seen a few players already throwing major tantrums and trying to harass other players, they quickly found themselves unequipped and powerless. Also unlike in DarkScape, it takes 30 minutes for a skull to disappear and players do not receive a skull when attacking a skull’d player. The entire world is open combat (3-126) and guards are level 1337. This makes attacking another player a massive risk, you basically become a target for EVERYONE who will kill you without a second thought.

deadman2

To help you along, Deadman offers accelerated progression in the form of five times the usual amount of experience. What does this mean? At least in the early levels, the only thing getting in the way of your leveling will be the fact that you’re clicking through level up messages too often. Players are also able to store ten non-stackable, tradeable, items in a keepsake box that will remain safe if someone kills you and steals your stuff. You can’t store your cash, but you can store important items.

We’ll have to see how well Jagex can moderate the game, what with the company doubling down on its policy of not allowing mule accounts. There is also no grand exchange, making the accelerated progression all the more important because it will be easier to mass produce equipment or farm bosses sooner.

As with DarkScape, Deadman will change over time based on player feedback and (since this is Old School) anything approved by the community. Right now the community is voting in approval of changing non-skulled experience loss from 50% to 25%, as well as hitpoint insurance that will allow players to buy a minimum hitpoint level and the ability to separate left-click attacks on players and npcs. Currently up for vote but not approved (so far) are changes to team capes, the removal of the wilderness ditch, and reducing the skull timer.

So far, Deadman is turning out to be exactly what people wanted from DarkScape, not to mention being set in Old School. I hope to keep covering this game for a long time to come.

Jagex Releases DarkScape: Hardcore RuneScape


pain

Today marks the launch of an experimental new version of RuneScape, one which none of you likely saw coming. DarkScape, as it has been called, is a new version of RuneScape with a twist. Unlike its relatively safe counterpart, everywhere in DarkScape is open for player vs player combat. You can be attacked at any time, at any point in the world, including places that used to be safe zones in RuneScape’s PvP worlds (banks).

But don’t think that this is just RuneScape with the option to kill anyone you want. In DarkScape the world is divided into three zones, with each zone yielding better rewards with a wider range of players who you can attack, and who can attack you. Cities, while open to player vs player combat, are patrolled by guards of varying power, capable of taking down adventurers who get out of hand. Each of the three regions has its own separate bank account, grand exchange, and more.

The other side of this server is that all content is available for free players, even that which is members only on standard RuneScape. Members receive a 50% experience boost as well as better drops, double bank space, and double items kept on death. In addition, DarkScape will not be updated alongside standard RuneScape content. As the game develops, Jagex plans on taking it in its own direction guided by players (similar to Old School).

Check out DarkScape at the link below.

(Source: DarkScape)

Ironman Mode Considered For RuneScape


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The RPG community is one that is constantly challenging itself to complete games in new and unconventional ways. We’ve talked about this before on Dungeons & Dragons Online, where some communities institute perma-death, deleting their characters if they die. As unofficial challenges, of course, participation is completely based on the honor code. There is no way to know for sure if a player has kept up their end of the deal, which can often lead to distrust and fighting within said communities.

Jagex has noticed the popularity of an Ironman Mode, a game type where players level up completely self-sufficiently. The company is planning on implementing an official version of this mode, where players will be completely restricted from interacting with others. While the fine details are still being worked out, players will be unable to trade with others in any way, either by direct trade, picking up drops, picking up other players’ loot, using the auction house, buy items sold by other players to shops, or accepting aid. Players will also not be allowed to group up, join multiplayer minigames, receive buffs, use housing services by other players, or group up in Dungeoneering.

There is also a hardcore version being thought of which will delete the player’s character when they die, leaving only their highscore behind. The mode has support in both versions of RuneScape.

(Source: RuneScape)

I Don’t Think Divergence Is A Serious Game


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Divergence Online is the next up and coming hardcore indie sandbox, and you can go ahead and stop reading there if you are as tired of that sentence as I am. Maybe it is the four years of writing MMO Fallout that has made me jaded, but when I hear about an indie hardcore sandbox MMO, I no longer have the reaction of a child on Christmas morning. I have the reaction of his friend down the street who knows exactly what his day is going to involve: hand-me-down socks wrapped in a hand-me-down shirt, and Uncle Rob will get drunk and pass out on my bed so I’ll be sleeping on the floor again. I’ve learned a lot from throwing money at projects like Mortal Online, and the lesson is never invest in the guy who advertises his project as being great because it’s kind of like that Ultima Online game back before EA watered it down for the stupid masses.

So Divergence Online came to my attention in the way that games in this genre usually do: The fans start being obnoxious, I get emails accusing me of being a corporate sellout and asking why I opt to cover “crappy themepark games” designed for “children” by “scam artists,” and how the game they sunk three figures into at an Indiegogo or Kickstarter campaign is going to rock because the developer is an old school guy who played Ultima Online and that the hardcore sandbox is really what the majority of players crave, but are just too stupid/apathetic to see the truth. The same players who months after the game’s launch will be emailing me asking why I bothered to support said game, noting that the more hardcore sandbox genre is viable but that the developer was not the person to bring it into the new era. And they would be correct. The hardcore sandbox is viable, you could look at early Ultima Online and current Eve Online to see that, and yes the problem is that the torch continues to be carried by those not strong enough to lift it over their heads and those strong enough are not willing to throw into the fight.

That said, I don’t believe Divergence Online is a serious game. Not in the sense that I’m implying that the whole thing is on the level of a Stargate Worlds ponzi scheme, or that the guys working on it have any goal other than to make a great game and obviously some money in the process, but that the project is likely to follow in the same line as its predecessor: A series of unfulfilled promises held back by a lack of funding built by people who are better suited for smaller projects. In previous editorials, I’ve pointed out that an MMO is probably the worst genre to pick for your startup game, they take the kind of time, planning, personnel, and most importantly funding that indie studios just don’t have access to. I also don’t have much faith in MMOs that change direction and engine multiple times before launch. Once again it shows a lack of planning and concrete direction, one that often kills even big budget titles like Tabula Rasa.

So my lack of faith in Divergence Online has nothing to do with the alleged antics of the creator, the “jerkness” level of a programmer doesn’t matter to me, otherwise you wouldn’t see the multiple interviews with Derek Smart here. I’ll even go further and say that it has nothing to do with some of the more questionable decisions presented in the Kickstarter campaign, like the inclusion of a $20 emote package that offers a “@#$% Yo’ Couch” emote, a scene from The Chapelle Show whose level of being overly quoted is only beaten by “I’m Rick James, bitch,” and it also gives the “slow jerk” emote, with the reminder to avoid eye contact. The other emote pack for $20 promises to recreate the exotic dance from Star Wars Galaxies, a reminder that you can prove your worth as a sandbox mmo by paying reference to previous popular sandbox games. Divergence Online goes further with its borderline crazy promises by offering a never-ending world that continues to procedurally generate as you walk towards its borders, a promise that will no doubt either be nowhere near as exciting as it sounds or will be scrapped or delayed indefinitely.

In the end, Divergence Online is a story we’ve heard of a thousand times before. Some guy wants to create a hardcore sandbox with full loot, free for all pvp, permanent death, and skill-based progression, and in order to sell his project he will jump on the bandwagon of hatred against anything that could be considered mainstream, because achievements, loot, particle effects, and more aren’t real features and they wouldn’t dare add anything in to insult you as a consumer. It’s a level of anti-mainstream thinking that has, perhaps ironically, become mainstream in the indie sphere, and will be defended endlessly until talk turns to walk, and the same people heralding the game as the next coming of Ultima Christ drop their support with that simple message “this just wasn’t the game to do it.”

On the other hand, I can always hope that Divergence Online breaks any expectations and becomes the next big sandbox title, in which case Ethan Casner may come over to my house and hit me with a folding chair WWE-style. The big sandbox games from Ultima Online and Eve Online all started out as small projects with low prospects and tiny budgets, and while the former became the largest subscription MMO of its time, the latter now holds its place as one of the most popular subscription MMOs ever. So it obviously can work.

But as far as Kickstarter/Indiegogo goes, I’m spent.

I Don't Think Divergence Is A Serious Game


86924825_640

Divergence Online is the next up and coming hardcore indie sandbox, and you can go ahead and stop reading there if you are as tired of that sentence as I am. Maybe it is the four years of writing MMO Fallout that has made me jaded, but when I hear about an indie hardcore sandbox MMO, I no longer have the reaction of a child on Christmas morning. I have the reaction of his friend down the street who knows exactly what his day is going to involve: hand-me-down socks wrapped in a hand-me-down shirt, and Uncle Rob will get drunk and pass out on my bed so I’ll be sleeping on the floor again. I’ve learned a lot from throwing money at projects like Mortal Online, and the lesson is never invest in the guy who advertises his project as being great because it’s kind of like that Ultima Online game back before EA watered it down for the stupid masses.

So Divergence Online came to my attention in the way that games in this genre usually do: The fans start being obnoxious, I get emails accusing me of being a corporate sellout and asking why I opt to cover “crappy themepark games” designed for “children” by “scam artists,” and how the game they sunk three figures into at an Indiegogo or Kickstarter campaign is going to rock because the developer is an old school guy who played Ultima Online and that the hardcore sandbox is really what the majority of players crave, but are just too stupid/apathetic to see the truth. The same players who months after the game’s launch will be emailing me asking why I bothered to support said game, noting that the more hardcore sandbox genre is viable but that the developer was not the person to bring it into the new era. And they would be correct. The hardcore sandbox is viable, you could look at early Ultima Online and current Eve Online to see that, and yes the problem is that the torch continues to be carried by those not strong enough to lift it over their heads and those strong enough are not willing to throw into the fight.

That said, I don’t believe Divergence Online is a serious game. Not in the sense that I’m implying that the whole thing is on the level of a Stargate Worlds ponzi scheme, or that the guys working on it have any goal other than to make a great game and obviously some money in the process, but that the project is likely to follow in the same line as its predecessor: A series of unfulfilled promises held back by a lack of funding built by people who are better suited for smaller projects. In previous editorials, I’ve pointed out that an MMO is probably the worst genre to pick for your startup game, they take the kind of time, planning, personnel, and most importantly funding that indie studios just don’t have access to. I also don’t have much faith in MMOs that change direction and engine multiple times before launch. Once again it shows a lack of planning and concrete direction, one that often kills even big budget titles like Tabula Rasa.

So my lack of faith in Divergence Online has nothing to do with the alleged antics of the creator, the “jerkness” level of a programmer doesn’t matter to me, otherwise you wouldn’t see the multiple interviews with Derek Smart here. I’ll even go further and say that it has nothing to do with some of the more questionable decisions presented in the Kickstarter campaign, like the inclusion of a $20 emote package that offers a “@#$% Yo’ Couch” emote, a scene from The Chapelle Show whose level of being overly quoted is only beaten by “I’m Rick James, bitch,” and it also gives the “slow jerk” emote, with the reminder to avoid eye contact. The other emote pack for $20 promises to recreate the exotic dance from Star Wars Galaxies, a reminder that you can prove your worth as a sandbox mmo by paying reference to previous popular sandbox games. Divergence Online goes further with its borderline crazy promises by offering a never-ending world that continues to procedurally generate as you walk towards its borders, a promise that will no doubt either be nowhere near as exciting as it sounds or will be scrapped or delayed indefinitely.

In the end, Divergence Online is a story we’ve heard of a thousand times before. Some guy wants to create a hardcore sandbox with full loot, free for all pvp, permanent death, and skill-based progression, and in order to sell his project he will jump on the bandwagon of hatred against anything that could be considered mainstream, because achievements, loot, particle effects, and more aren’t real features and they wouldn’t dare add anything in to insult you as a consumer. It’s a level of anti-mainstream thinking that has, perhaps ironically, become mainstream in the indie sphere, and will be defended endlessly until talk turns to walk, and the same people heralding the game as the next coming of Ultima Christ drop their support with that simple message “this just wasn’t the game to do it.”

On the other hand, I can always hope that Divergence Online breaks any expectations and becomes the next big sandbox title, in which case Ethan Casner may come over to my house and hit me with a folding chair WWE-style. The big sandbox games from Ultima Online and Eve Online all started out as small projects with low prospects and tiny budgets, and while the former became the largest subscription MMO of its time, the latter now holds its place as one of the most popular subscription MMOs ever. So it obviously can work.

But as far as Kickstarter/Indiegogo goes, I’m spent.

Everquest Next Avoiding Bad Design Decisions


PVP Shutdown

For some reason I will never understand, members of the free to play sandbox community have taken Everquest Next to be Sony Online Entertainment’s answer to games like Mortal Online and Darkfall: free for all deathmatching with full loot and hardcore gameplay. Apparently I wasn’t the only one wondering why Sony would make such a poor decision to force full loot pvp. On Twitter, someone asked Lead Game Designer Darrin McPherson if pvp would be forced on players, to which McPherson stated that “we avoid bad design decisions.”

Although his words were vague, likelihood points toward Everquest Next at least offering players a choice similar to the options between PvP and PvE servers on almost every other MMO on the market. Whether or not Sony will experiment with a hardcore server is up for grabs. Back in the day, Sony opened up Rallos Zek on the original Everquest, a pvp server with full loot. Sony has a habit of rolling out experimental rule servers with the Everquest brand and seeing how they perform, so a hardcore pvp Everquest Next is an absolute possibility.

Wizardry Online Pulled From Steam To Address Issues


wizardry-online

Wizardry Online has officially launched, and the problems appear to be stacking against Sony Online Entertainment. Players are reporting issues including being unable to create characters, rampant server instability, a mass of gold farmer spam in chat, disconnections and other bugs resulting in item loss and permanent death, and more. While Sony runs around performing maintenance on the servers and releasing patch after patch in an attempt to fix the issues, several keen players on the forums noted that Wizardry Online has been removed from Steam.

SOE Community Manager Piestro posted to confirm that Wizardry has been removed, but that the removal was voluntary and performed by Sony itself, not Valve.

It wasn’t steam, we’ve removed the download for the time being as we resolve the current issues.

Wizardry Online will presumably be added back to the Steam library once the issues are ironed out.

(Source: Wizardry Forums)

Falling Out #18: Freedom of Bankruptcy


True fact: Whenever a hardcore indie FFA PvP sandbox MMO shuts down, Blizzard releases a commemorative cash shop pet. Think about it.