Jagex Previews New Armor


Ever since Jagex launched the High Definition RuneScape a few years back, many of the game’s assets have fallen behind in terms of visual quality. Over the past few months, Jagex have been slowly upgrading the more popular equipment sets, and this month (possibly this week) the developer is set to release upgraded versions of over two hundred pieces of equipment.

You can preview a few of the armor updates in the link below, the update itself should be going live as soon as this week.

(Source: RuneScape Forums)

Stream Of Thoughts: Everquest Online Adventures


I’ve never had an opportunity to play Everquest Online Adventures on the Playstation 2. Released in 2003, Everquest Online Adventures was one of the first MMOs to hit the consoles, and reportedly still has a rather healthy community to this day. For the fact that the game hasn’t been sold in brick and mortar stores for years, it still manages to get by with a subscription and minimal updates.

[This article is ongoing, and will be updated as I play]

4:30: That’s enough for today, I have to get to an evening class.

4:25: I prefer to play with the controller over the keyboard. It keeps me from talking to other people, or at least it would if there were any other people.

4:16: Everquest Allakhazam says I need to be level 10 for the next quest.

4:15: Did I say level 13? I meant level 8.

4:13: I am level 8.

4:06: False alarm. Adessa is sending me to Logger Kripps to convince him that the monster is dead.

4:05: Guess I don’t have to go to Logger Kripps after the quest, I have to go to Adessa.

3:57: I have a thousand monies, my wallet has outleveled my ability to equip anything that the vendors have to offer.

3:52: Only in Everquest can the same NPC that killed me with three quarters of its health left be completely demolished the next.

3:50: I killed the rat and I’m heading back to the Logger to turn in the quest. How many other MMOs can boast 40 minutes for a quest that runs down to killing a single rat? None, that’s how many.

3:25: The usual ritual while I wait for half of my health bar to recover. Laundry, quick trip to Greece, etc.

3:20: The rat despawned. Turns out he respawned in an area filled with other monsters I can kill even less.

3:05: I never get tired of the old Everquest model of placing aggressive over-leveled mobs right next to the ones I need to kill.

3:04: Still working on grinding up to kill that giant rat.

2:45: Turns out I should look before I laugh. Guard screams about monster, turns out it’s just a rat. It killed me anyway.

3/6: 2:44: I’m playing again. Still level 7 warrior, working on a quest to find a guard.

Continue reading “Stream Of Thoughts: Everquest Online Adventures”

Square Enix Redacts Server Merger Announcement


Remember last week when Square Enix announced the details of their server merger? Well who says that Square doesn’t listen to their community? After an enormous amount of discussion on the forums, Square is taking the server merger back to the drawing board.

We would like to take this opportunity to thank all of you for the wealth of feedback you have provided us with following the announcement made on February 9, 2012 (Thursday), regarding the World merge and character transfers. In order to ensure that the most desirable and effective outcome is achieved, we will be reassessing the method of the merger process.

Initially, the server merger was set to take the game’s eighteen servers and merge them down to ten. Square has promised to release more information as the company decides upon what to do next.

(Source: Lodestone)

Preview: 8Realms


Jagex has come a long way from being known solely for RuneScape. Over the past few years, the British developer has released their own mini-game portal, bought up a few iOS and browser properties, and published their first microtransaction based game, War of Legends. In the coming future, they have plans to release two fully fledged MMOs (Stellar Dawn and Transformers) and the topic of this article: 8Realms.

8Realms is an MMORTS that strives for accessibility. Developed on HTML5, the thought of finding a computer that doesn’t meet the minimum requirements might require installing the game on your toaster, but only if you have a model earlier than 2005. I did have stability issues attempting to play on my iPad, which Jagex has promised will be improved at some point in the future.

Players start out in ancient times with little more than a few burning buildings, a handful of workers, and enough provisions to just about prolong your citizen’s starvation. The multi-hour long tutorial covers anything and everything you might need to know about 8Realms, so by the time you make it to the Classical age, the world doesn’t seem that frightening. Over the course of leveling up, players will take their kingdom through eight ages, taking advantage of new technology and expanding their kingdom into the surrounding areas and beyond.

8Realms is somewhat simplified compared to other MMORTS titles you may have played. Rather than overwhelming the player with a labyrinth of menus and buttons, the most important information is easily accessible either directly on the HUD or one or two clicks away. Resources are easy to keep track of, having only four to manage (three for a good few hours entering the game) and indicators of stock, production rate, and maximum storage clearly visible on the HUD. The difficulty ramps up in an elegant curve as you learn new concepts and mechanics, progressing at a speed where the game doesn’t suddenly shower you with new difficulties, but never slows down as to become insultingly simple.

Combat is a numbers game of building up a massive force and raiding/capturing other territories for their delicious resource-filled centers. Inevitably you will compete against other players for resource positions, leading to rivalries and even the potential for alliances. Alas, an action game 8Realms is not.

The cash shop system in 8Realms is one of the more balanced and less invasive I’ve seen in the genre, and Jagex has committed to ensuring that the game doesn’t devolve into a pay-to-compete system. Most of the items available through the cash shop have negative aspects to consider alongside any benefits they may provide. None of the items last more than a few hours, and virtually any item that speeds up efficiency in one area will reduce efficiency in another, a balance that starts to take a toll when your timers start hitting the 10+ hour range.

Jagex states that 8Realms is best played in short spurts and casually, and I completely expected to play in such a fashion. What I did not expect heading into 8Realms was to actually enjoy the game. In my tenure writing on MMOs, I have played every Evony clone to stumble out of the internet drunk and fumbling for my wallet, and not only is 8Realms not that drunk, it might just be the first game in the genre I came out of thinking “you know, I actually enjoyed myself.”

8Realms doesn’t take itself too seriously as a game with its goofy and immature advertising and animated images. I find myself continuing to log in each day because I want to, rather than a feeling of obligation that has pushed me away from other similar titles. I’m also rather impressed that the total lack of any sound effects in 8Realms had no bearing on my enjoyment of the game once the initial awkwardness wore off.

Oh and Mod Thor is a jerk.

Who Should Publish Dark Millennium Online?


Although Dark Millennium Online was not cancelled, as per the false report circulated late last year, at the time we were given some rather uncertain news that the game was on uneven ground and that there was nothing set in stone. When THQ published its earnings report for the third quarter of 2011, they mentioned that Dark Millennium Online would be taking a more cautious approach.

Gamasutra reports that in an investor conference call, Brian Farrell (CEO) has revealed that THQ is seeking a partner for distribution, and that THQ cannot afford to publish the game by itself.  Of course, a developer hiring a third party publish an MMO is hardly surprising, even more so for a company like THQ that has seen better financial times.

(Source: Gamasutra)

Let's Talk Pathfinder's Bounty System


At the beginning of the month, I did an article on Dominus, and their advertised bounty hunter system, making the point that it was woefully prone to abuse, not unlike many other bounty systems MMOs have attempted to incorporate over the past decade or so. Well the folks at Pathfinder Online must be after my own heart, because they’ve detailed their own bounty system that addresses many of my concerns.

First off, players are given the option to place a bounty when they are murdered (killed unlawfully) and apparently only at that point. Not only can you put a bounty on the person who murdered you, but anyone else who damaged you or assisted that person. So let’s say you are ganged up on by a fighter, a ranger, and a healer. You’ll be able to put a bounty on the heads of the fighter who murdered you, the ranger who stayed afar and pelted you with arrows, and the healer who healed the two.

In addition, you can specify who can redeem the bounty. The idea is that bounty hunter guilds will form up, and players can essentially contract a specific guild/player to be able to collect the bounty, preventing the killer’s friend from collecting it. But death isn’t the end: When your bounty is collected, you are given the option to re-issue it. Want to make a griefer pay? Keep resubmitting his bounty until your coffers run dry or he rage stops logging in.

This also raises a heavy risk for players who like to role play as red (criminal) gangs. Kill the wrong person, and you could find yourself on the receiving end of a very long manhunt. Granted, this whole system does not apply in cases of declared war, where killing is lawful. The hope is that this will prevent players from running around killing each other for no reason and to make a murderer’s life that much more dangerous.

Granted, there are still some ways to exploit this system, including the murderer being in secret cahoots with the mercenary guilds, but the Pathfinder solution is one of the best I’ve seen.

Let’s Talk Pathfinder’s Bounty System


At the beginning of the month, I did an article on Dominus, and their advertised bounty hunter system, making the point that it was woefully prone to abuse, not unlike many other bounty systems MMOs have attempted to incorporate over the past decade or so. Well the folks at Pathfinder Online must be after my own heart, because they’ve detailed their own bounty system that addresses many of my concerns.

First off, players are given the option to place a bounty when they are murdered (killed unlawfully) and apparently only at that point. Not only can you put a bounty on the person who murdered you, but anyone else who damaged you or assisted that person. So let’s say you are ganged up on by a fighter, a ranger, and a healer. You’ll be able to put a bounty on the heads of the fighter who murdered you, the ranger who stayed afar and pelted you with arrows, and the healer who healed the two.

In addition, you can specify who can redeem the bounty. The idea is that bounty hunter guilds will form up, and players can essentially contract a specific guild/player to be able to collect the bounty, preventing the killer’s friend from collecting it. But death isn’t the end: When your bounty is collected, you are given the option to re-issue it. Want to make a griefer pay? Keep resubmitting his bounty until your coffers run dry or he rage stops logging in.

This also raises a heavy risk for players who like to role play as red (criminal) gangs. Kill the wrong person, and you could find yourself on the receiving end of a very long manhunt. Granted, this whole system does not apply in cases of declared war, where killing is lawful. The hope is that this will prevent players from running around killing each other for no reason and to make a murderer’s life that much more dangerous.

Granted, there are still some ways to exploit this system, including the murderer being in secret cahoots with the mercenary guilds, but the Pathfinder solution is one of the best I’ve seen.

Warhammer 40k MMO Cancelled Among Others


[UPDATE] THQ has given an official statement. Turns out Kevin Dent was full of it.

THQ has not cancelled its 2014 line-up, and has not made any decisions regarding the planned MMO.

[ORIGINAL] It is a sad day for fans hopeful that Warhammer 40k: Dark Millenium Online could be what Warhammer Online was not. According to Kevin Dent, industry veteran, THQ has canned the upcoming MMO. The cancellation comes alongside information that THQ has wiped all of its 2014 release titles off of the table, and is returning its licenses on all applicable intellectual properties associated with those projects. Dent’s tweet:

“Apparently, The Game Workshops MMO has been cancelled by THQ”

Granted, there has been no official announcement by THQ that the Warhammer 40k MMO is cancelled, so there is still hope. Hopefully. More on this story as it appears.

Gods & Heroes: Subscriptions Rescinded


I like Gods & Heroes, in fact it was the game the spurred on the “Why Aren’t You Playing” editorial series I’ve been neglecting. Despite how I feel about the game, Heatwave Interactive met with a rather low reception since launch last year, and mentioned in July that the developer was considering a free to play option at some unknown point in the future.

Well January 2012 is that unknown point. In a post today, Heatwave Interactive announced the end to Gods & Heroes subscriptions. Until the full free to play launches, subscription fees are being removed.

The Gods & Heroes team has been working hard over the past few months to secure the future of the game by taking it to a free-to-play model. Such a change is a significant undertaking; one that requires a large investment in time and resources to make this major transition a success. In the interim, we have made the decision to eliminate subscription fees and offer G&H players immediate and unlimited access to all areas of the game until the new Free-to-Play model has been finalized and implemented.

You will still need to buy the client, however, and Heatwave Interactive will be bringing the price down starting next week to $9.99.

(Source: Gods & Heroes website)

(Additional: Why Aren’t You Playing?)

The Second Month Of The Old Republic Approacheth.


Bioware early adopters, have you made your plans for the upcoming 20th of January? Odds are you are in the process of deciding whether or not you want to continue that Old Republic subscription past the first month. Was it as good for you as it was for them? Do you see yourself playing a few weeks down the line? There aren’t really any MMOs releasing in February, but is there a title you gave up calling your name? Perhaps you want to give the game a break, or maybe you’re enjoying it and haven’t even thought about quitting.

Either way, December 20th is when the PR boat hits the water (or the dock) and the legacy that will be Star Wars: The Old Republic reveals itself. Remember the prime directive of MMO launches: Longevity is not made in preorders, but rather in the first six months and beyond. Granted, we know enough to say with confidence that Bioware isn’t going to go bankrupt, and there likely won’t be an apocalypse next month so there is another scenario to cross off the list.

Barring some massive exodus, there is still some time left before The Old Republic’s viability can be confirmed. Electronic Arts has invested too much into this title to just let it die off.