Chronicles of Elyria: The Good, The Bad, The Ugly


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Chronicles of Elyria is getting a huge amount of attention thanks to its Kickstarter campaign, currently at $673,000 out of $900,000 with 25 days to go in its campaign. A lot of the attention comes from the very unique concept that the game bases itself on, that your character actually grows up, lives, and eventually dies of old age. Characters age over the course of 10 to 14 months, with that exact life expectancy based on player actions during that time frame, and after death are reincarnated more powerful than before.

It also creates an interesting monetization strategy that is effectively an annual subscription. When your character dies, reincarnation costs one spark of life, which costs real money. Each death in-game takes away approximately two days off of your life, however the campaign has some murky explanation that more important players actually receive more severe penalties upon death. It isn’t completely clear, but it looks like the more influential your character, the more time that death takes off of your play schedule.

“…each in-game death reduces your overall lifespan (by approximately 2 days) and brings your character that much closer to permadeath. However, if you’re an influential player (the king perhaps), each in-game death is more impactful, leading to permadeath in just 4 or 5 times.”

Otherwise Chronicles of Elyria is gunning for the sandbox realism crowd. Your character stays online and continues to do things while you are offline, combat has more focus on your ability to dodge and parry than simply spam buttons, and there are no NPC quests or mini-map.

One thing that I’ve talked about in great lengths in the past is that hardcore sandbox MMOs tend to confuse hand-holding with providing important features, an important distinction that makes Eve Online a massive success while Mortal Online and Darkfall feed off of scraps in the dumpster out back. It looks like Soul Bound Studios is getting the picture, because the game is boasting several features you don’t normally see in MMOs of this genre.

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First off, players will be able to give quests, using the example of an offline player character merchant being able to task players with bringing him needed reagents. To force honesty on both sides, the merchant can issue a contract which both sides must agree on and fulfill with the threat of consequences if they don’t hold up their end. It’s a very simple function, Player A provides resource and Player B pays him by this date otherwise someone will be penalized. It is so easy, in fact, you wonder why games like Mortal Online and Darkfall didn’t add it in.

Which doesn’t mean your ability to BS other players is being diminished. While the game doesn’t provide a mini-map, it will be possible for cartographers to and map makers to create maps to sell to other players. According to the Kickstarter campaign, it will also be possible to lie on the maps. It is also possible to change the name that NPCs use to refer to towns by how popularly the town is titled, meaning you’ll possibly be traveling from Dongton down to Dongville passing by Lake Dong and of course Butthole Creek.

Let’s be fair, the way the contract system is being advertised sounds ridiculously complicated on the developer’s end, but can potentially be the powerful tool that sets CoE apart from its failed brethren. According to the campaign page, you’ll be able to sign trade contracts, set up trade routes, create a shipping business, hire assassins, employ people to bring you resources, all kinds of stuff. I really want more details on this, though, because it can make or break the atmosphere especially when it comes to enforcing those contracts.

One bit I don’t entirely buy is the idea that the system will reduce griefing. Every sandbox developer thinks that they’ve found the cure for rampant griefing and Chronicles of Elyria will have to prove that it is different. You see, the problem with sandbox games is that the differences between griefing and playing as a bandit are very difficult to tell, especially when you’re building a computer system to identify and sort the two out. Banditry is a valid style and kinda popular in the sandbox community, it isn’t that players find the conduct acceptable as much as they don’t like the idea of developers restricting gameplay.

And it looks like Chronicles of Elyria thinks that they can curb griefing by simply punishing players for killing each other. It’s a bold move, one that could backfire horrendously by merely lowering the life expectancy for griefers who didn’t intend to stay long anyway before moving on to their next game, while alienating players who want a more fleshed out world in which to play bad guy. It sounds great on paper, but could seriously affect the long term viability of the game as the direct financial punishment of death makes the game feel more restricted.

“If you kill another character in-game, your face goes up on a wanted poster and a bounty token is created for you. This not only keeps you out of cities, but also means you can be taken to ‘jail’ which significantly reduces your lifespan, adding real financial repercussions to your in-game decisions.”

I expect to see a fair amount of buyer’s remorse from people who pledge at higher levels in return for pets/mounts/equipment only to find out (hopefully they read the pledge details) that items can be lost and pets/mounts can be killed by NPCs and presumably other players. There has been a fair amount of criticism over the fact that backers at the $120 level and above will receive three months of early access to the live game, not to mention the kind of rewards you get once your pledge starts hitting four digits.

Alternately, you can bet that the campaign is going to get roasted for perceived pay to win.

Overall, I want to see more of Chronicles of Elyria. There is a good long while until the game comes out, so we have plenty of time to get acquainted.

(Source: Kickstarter)

Riders of Icarus Giveaway


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It’s giveaway day here at MMO Fallout, and today’s game is Riders of Icarus, a mount-flying MMORPG from Nexon America and WeMade Entertainment. We have one hundred keys to give away for the second closed beta test, beginning today (April 21st) and running through Thursday April 28th. If you happen to be visiting PAX East, you can pick up closed beta access in your attendee bag.

Players who previously participated in the closed beta will automatically be in for this round. There is no need to grab another key. Since we only have 100 keys to give away, the codes have been locked to one per IP.

Riders of Icarus tasks players with taming hundreds of different mounts, from ferocious bears to fire-breathing dragons. Players in North America, Mexico, Europe, Australia/New Zealand, and parts of South America are invited to be among the first to experience mounted aerial combat with dragons and bears! Well maybe not flying bears.

New players can grab a key below and follow the instructions to redeem. For the full list of supported regions, check out this page.

For NEW Closed Beta participants:

  •  Download and Install Nexon Launcher – http://download2.nexon.net/Game/NexonLauncher/NexonLauncherSetup.exe
  • Create Nexon America Account
  • In the upper right hand corner click the down arrow next to your profile name
  • Click “ACTIVATE PRODUCT” to enter your key and click “NEXT”
  • Select Riders of Icarus from the games list
  • Click “PLAY NOW” to start pre-downloading the game

[keys id=17025]

Test Wild Terra Free This Week


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Wild Terra is an upcoming MMO where players train and live on a map that generates as they explore, and the developers have opened up testing to everyone for the next week. From March 29th to April 5th, you’ll be able to download the client and give the game a try.

MMO Fallout will have more coverage on Wild Terra coming this week.

(Source: Wild Terra)

Luna Online Beta Giveaway


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MMO Fallout has partnered with Suba Games to give away beta keys to the upcoming relaunch of Luna Online. Dubbed Luna Online: Reborn, the revival includes numerous improvements and additions over the original launch in order to attract a more nostalgic crowd of gamers. Suba Games is relaunching the title in response to overwhelming demands by its community after the servers were shut down by gPotato.

New to Luna Online: Reborn is a revamped progression system, the removal of race restrictions on classes, new housing options and guild halls, and more.

  1. Obtain a BETA KEY.
  2. Visit Suba Games and submit your BETA KEY
  3. Download and install the game client. Closed beta starts on March 30th, 2016 (7pm EDT)

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In addition, Luna Online: Reborn is currently running a Kickstarter campaign in order to assist in advertising the relaunch.

About Luna Online: Reborn

Luna Online: Reborn is an anime themed MMORPG set in the cute fantasy world of Blueland. The game is a remake of the popular Luna Online, now published by Suba Games. It provides adjustments to original content that remove any negative experience gamers reported about Luna Plus.

Furthermore, we’ve added in new Realm vs Realm & Real Time Ranking Systems that are certain to provide a new meaning to gaining dominance over Luna castle.

Features:

  • The beautiful and vibrant world of Blueland is yours to explore!
  • Experience over 500 skills and 116 classes as well as 50 000 items.
  • Start your own family.
  • Own your own house & farm.
  • Customize your gameplay with over 100 pets.

Divergence Online Slips Back Into Obscurity


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Divergence Online is an on-again, off-again MMO looking to replace the defunct MMO Star Wars Galaxies. But while Star Wars Galaxies still has thousands of people playing it, albeit on private servers, the first couple of months in early access seem to have left Divergence Online in the dust. This weekend brought in a peak of 5 concurrent players while the last month or so has seen server populations as high as twelve. There are presently two people online at 9:00pm EST on Sunday evening.

Granted, for all the grandstanding about internet celebrities demanding free copies of the game, it appears that gamers haven’t exactly been rushing for the chance to fund a trip down nostalgia lane. Divergence Online peaked at 63 concurrent players during its initial launch phase on Steam and sharply declined over the following weeks. Steam Spy estimates upward of 2,400 people own the game. Given a genre that relies on an active userbase, Divergence Online may have trouble bringing in new customers to fund its early access development.

Meanwhile, if you’d like to play a functioning version of Star Wars Galaxies with an active community, it exists.

(Source: Steam Charts)

PWE Announces Next Neverwinter Module, The Maze Engine


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Perfect World Entertainment has announced The Maze Engine, the next big update for Neverwinter, will be hitting home computers this Spring with Xbox to follow. The Maze Engine is set to introduce a number of much anticipated updates, including the long awaited return of dungeons. Four fan favorites are set to return with new graphics, a new design, with Castle Never returning as a high level dungeon.

Also available for level 60 players is a new single player campaign set after the events of Underdark.

Neverwinter: The Maze Engine continues the story of demons escaping from the Abyss that was started in Neverwinter: Underdark. I don’t want to give anything away just yet, so be sure to look for an upcoming blog where we’ll go over the story-thus-far, and give you a peak into what you can look forward to as overwhelming madness permeates the… /sigh right… no spoiling. I’ll just say for now that a lot of your favorite characters are making return appearances and ready for adventure!

The announcement details upcoming blogs covering a new mount system, queue improvements, famous faces, and more.

(Source: Neverwinter)

Arenanet Responds To Expansion Criticism


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In response to recent criticism over the handling of Heart of Thorns, Arenanet has posted a comprehensive compensation and refund policy. For veteran players, Arenanet is offering a free character slot to anyone who owns the base game and pre-orders the Heart of Thorns expansion and registers it prior to launch.

The announcement that Heart of Thorns would come packaged with the base Guild Wars 2 game drew heavy fire from gamers who purchased the game following Arenanet’s warning that the expansion would not be a standalone as was the case with Guild Wars 1.

Anyone who purchased Guild Wars 2 from the official website between January 23rd and June 16th will be eligible for a full refund should they purchase Heart of Thorns also from the official website before July 31st. If you purchased the core game during that same time and no longer want to play it, Arenanet will offer a full refund.

For Guild Wars 2: Heart of Thorns, we didn’t want the core game’s price to be a factor in a new player’s decision to begin playing Guild Wars 2. In the future, if we release further Guild Wars 2 expansions, we plan to offer all of the prior expansions, the core game, and the latest expansion for one single purchase price.

Copies purchased from third party vendors during the above period will be upgraded with the extra character slot if the expansion is pre-ordered and registered to the account prior to launch.

(Source: Arenanet)

MMOments: Elder Scrolls Online Part 1


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The Elder Scrolls Online is a game that, for all intent and purpose, should have launched and immediately crashed into the ground. Most of us will remember a couple of years back when pre-alpha footage leaked onto the net, showcasing a product that looked nothing like what we would expect out of an Elder Scrolls MMO. It looked like a shoddily built World of Warcraft clone, a cheap mockery that harkened back to the days where the MMO was a stick that companies used to beat their properties to death. With the impressions deep in everyone’s mind, and much of the media already declaring the game dead on arrival, Zenimax went back to the drawing board and reshaped the game to what it is today.

And frankly, we should be thanking every single person who overwhelmed Zenimax with feedback after that leak. We will likely never know for sure if that is how the game would have turned out had the leak never happened, but I’m willing to go ahead and say we should treat the scenario as Earth Prime and be thankful that Warhammer Online hasn’t been guaranteed a successor in post-launch exodus. The game as it is right now isn’t perfect, but it is indicative of a company that quickly pulled its head out and at some point since that pre-alpha footage was taken, started treating the game like more of an Elder Scrolls experience and less like a new World of Warcraft.

But what The Elder Scrolls Online fulfills is wholly based on your expectations. If you want Skyrim online, you’re out of luck. As with previous additions to the series, ESO is a new take on the Elder Scrolls formula that adds and removes features as it sees fit. There is certain to be a block of Elder Scrolls fans who want nothing to do with this title, as we saw with the releases of Morrowind, Oblivion, and Skyrim, and undoubtedly those who never played earlier games in the series who will give the game a try.

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Elder Scrolls Online brings to MMOs what has so woefully been lacking over the years: Exploration, and more importantly the desire to explore the world around you and tinker with the things that you find. What Zenimax brings to the table isn’t just a scavenger hunt disguised as exploration, either. Whether you find yourself in a dark cave or some alchemist’s house, there is always something to grab your interest. Resources dot the land, herbs require a keen eye and maybe a helpful perk in order to spot in the tall grasses and flowers. Treasure chests can be found and picked for loot, and one of the grandest features of the Elder Scrolls series is back in full force: The books. Those of you who have played Elder Scrolls games will be fully aware of the series’ signature massive library of hundreds of books of varying length, and Online does not disappoint at all.

I have a love hate relationship with the combat in Elder Scrolls Online, and admittedly most of my problems will likely be smoothed out in the next couple of months. Combat is a pretty straightforward system of using your mouse keys to attack and block, and the number keys to use special attacks. Enemies choreograph what they are about to do to give you ample time to defend or interrupt and get in a quick counterblow. Some foes pull off cool abilities, like freezing you in place or hopping over your head to get in an attack from behind. You won’t get very far standing still and spamming buttons.

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The problem with Elder Scrolls Online right now is that combat is very clunky and occasionally completely unresponsive and deceptive. I can count several instances where my character simply refused to attack or defend himself, as well as others where he did attack but the animation did not play. In a game where visual cues are everything and bugs can be expected, it becomes frustrating when you can’t tell if your inability to move is because of lag, or because the NPC you are fighting cast a freezing spell but a bug is causing the ice not to show up. ESO also has a terrible habit of not conveying why you can’t do certain actions. Some enemies have the ability to momentarily stun you, but there is no visual cue on the player when they do. Again, no way of knowing if your inability to attack is due to a bug or intended game feature, because it could be either.

When I originally began writing this MMOments piece, I meant to talk about how the interrupt ability was completely broken. Turns out, after reading through a Reddit thread, that isn’t the case. The game tells you to press the left and right mouse buttons to interrupt certain attacks, when what you actually need to do is block and then hit attack. If you press both at the same time like the tutorial tells you, odds are you may accidentally stumble into the right formula ten percent of the time. You can also bind interrupt to a single button, apparently, which is much more convenient.

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Leveling in Elder Scrolls Online continues the ongoing evolution of the series, sticking to its roots while branching into new areas. As was the case with Skyrim, leveling up offers points to invest in health, magic, or stamina. Gaining levels and obtaining Skyshards also awards skill points to invest in combat or crafting related skill lines. As with Skyrim, you will need to raise your levels in individual skills by bashing the skulls in of mudcrabs or making mudcrab stew in order to unlock related perks and abilities using your skill points. Those of you familiar with the series will be happy to know that the system of gaining levels by finding specific books has made its way in as well.

One of my peeves with Elder Scrolls Online has fermented in the form of provisioning recipes. Barring finding other players willing to sell them to you, your provisioning ability is tied one hundred percent to recipes that you find randomly in stashes or in mob loot. In the last beta period, I managed to finish the tutorial with four extra copies of all of the starting recipes. Once the game went live, I didn’t find a single recipe until several hours into the game when I managed to stumble upon a recipe for pork soup.

The Elder Scrolls Online looks great and sounds amazing. The world changes rather dramatically as you go through and complete multi-quest storylines which often revolve around liberating some village from a curse or group of bandits. It is a very sharp turnaround from the standard MMO fare where you are asked to kill twenty five wolves to cull overpopulation only for it to have no visible effect on the game. It also diverts away from The Old Republic, where phasing was mostly done in isolated chambers that only you could access.

Oh and did I mention that you get to talk to Sheogorath?

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I expect to have a part 2 for MMOments as I go along, likely within the next week or so.

Molten Games Suffers Massive Layoffs


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Molten Games, the San Diego-based developer founded by ex-Blizzard and Sony Online Entertainment employees, has lost its funding and laid off its staff. The studio was in development of Blunderbuss, a “core” MMORPG built on the Unreal Engine 4 and featuring action combat.

The layoffs were confirmed by the San Diego chapter of the International Game Developer’s Association on the group’s Facebook page.

We’re getting word from contacts at Molten Games that the studio has lost its funding and laid off its employees. They are currently seeking funding to continue development. Let’s be proactive and help our fellow developers land on their feet.

Molten Games was originally funded by NCSoft, who were not able to comment on the matter as an investor with no role in management.

(Source: Gamasutra)

[Community] NCSoft’s Support Timeline


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For this week’s Community Concerns, I decided to put together a graph of NCSoft’s library of MMOs, past and present. The above graph shows each game’s support timeline from the year it launched to the year that it shut down or to present if it is still running. Several of the titles may seem inaccurate as they are based on the Korean launch and may be a year or more ahead of their western launch, and at least one title has not launched in the west at all. I also decided to include Lineage as it is still in operation in Korea.

Keep in mind that Blade & Soul has not launched in the west and Lineage has shut down in the west.