MMOrning Shots: Floating Cities


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Perfect World Entertainment sent out a bunch of Jewel of the North screenshots from Neverwinter.

MMOrning Shots is a (somewhat) daily line of screenshots from various MMOs. Most are taken by our in-house editors, but if you would like your screenshot featured, send it over to contact[at]mmofallout[dot]com with the subject “MMorning Shots.”

[Community Concerns] Truth To Source Material


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In case you hadn’t noticed, we are in what is essentially Neverwinter Week here at MMO Fallout. This week’s Community Concerns goes back to the actual community. In this case, user Shroom Mage over at the MMORPG.com forums gave a great explanation as to why Neverwinter, despite some complaints from gamers, is still a Dungeons and Dragons game.

These so-called “D&D purists” should probably think for a moment what D&D is actually about.

You think it’s about the “complexity”? The classes? The alignments? Turn-based combat? The specific list of skills each class gets? Ability scores? Feats? What?

If you take any one of these mechanics and replace it, you won’t have changed the core of the game at all. We can change the setting of a 3.5 campaign from Forgotten Realms to Star Wars, and you know what? Even without the same classes, skills, feats, and other mechanics, it still feels an awful lot like D&D. We could play AD&D, and… yeah, it still feels like D&D.

We can completely change the rules of combat (change the way dice are rolled, replace the dice with some other mechanism, play a physical game instead), and still retain that D&D feel. Is the transition to realtime really a factor? Surely a game can feel like D&D without turn-based combat.

The core of tabletop is in two things: dungeon-crawling and storytelling. By level 10, Neverwinter has more dungeon-crawling than any other MMO I can think of, and with fairly well-written quests, scripted instances, and, most importantly, the Foundry (which, using dialogue options and trigger items, will allow an incredible amount of complexity), I think the storytelling will be quite strong.

Couldn’t have put it better myself. As I said in our beta hands on of Neverwinter, if you are looking for a direct translation of the pen and paper Dungeons and Dragons, or a recreation of D&D Online, you will be sorely disappointed. Those seeking an action-oriented MMO might find themselves a new home in Perfect World’s upcoming game, however.

Community Concerns airs every Monday and focuses on thoughts by the community surrounding current events. If you have something you would like to talk about, shoot us an email: contact[at]mmofallout<dot>com.

Neverwinter: Getting A Beta Perspective


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Like most of you, I’ve had my silent preconceptions about Neverwinter. After all, we’ve had two past releases from Cryptic to look at and base our assumptions off of, and I’m happy to say that most of them will be proven wrong. I enjoyed Champions Online when it launched and, seeing as how I have the progression speed of a dead opossum crossing the road, by the time I’d gotten bored of the game (around level 40), I never hit that wall of no content that many people complained about. My biggest complaint, and arguably the deal breaker, with Champions Online was, and still is, how clunky and unresponsive the controls are. I’ve always felt that the game could be best explained as someone else was controlling your character and you were speaking your commands to them, and they had taken three or four Oxycontin. Star Trek Online was an improvement, but is still pretty clunky.

Let’s get one thing out of the way before I proceed: Neverwinter is not Dungeons and Dragons Online. Not one iota of the two games are similar to each other, and as such they will no doubt appeal to completely different tastes in gaming. To put it shortly: Dungeons and Dragons Online is a slower, more methodical and strategic MMO: Closer to the earlier versions of the pen and paper D&D where small groups of adventurers take on stories and quests in a modular, instanced environment surrounding non-combat hubs. Neverwinter is more in line with what you might expect from a game like TERA, an action-oriented game set in the D&D universe with open worlds surrounding frequent solo/group instances.

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Combat in Neverwinter is something of a mixture of several other MMOs. You use the mouse to aim your reticle and attack with abilities set to the left and right mouse buttons, as well as Q, E, R, with two “daily” abilities and a side bar for potions other other items. Many of the creatures that you fight will have special attacks that will either need to be dodged or blocked, and are indicated either with markers on the floor or distinct animations leading up to the attack. What makes Neverwinter’s combat so impressive isn’t so much its innovation, of which it doesn’t do a whole lot, but rather the responsiveness of the system. As I said, I had very little confidence that Cryptic’s engine could deliver a powerful action-oriented game, and I’m happy to say that Neverwinter has blown my expectations away so far.

There is a ton of content in Neverwinter, even if not all of it has been implemented for the beta. As you travel through dungeons, you’ll come across various skill plots which require either an appropriate skill or kit in order to open. The plots are essentially just extra treasure chests. There are always events going on every half hour, encouraging players to participate in everything from skirmishes, dungeons, pvp, training professions, and more to gain extra rewards. Then of course there is the player foundry, where players are able to create quests for others to play.

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Since this is a beta, I tend to be more forgiving when it comes to bugs, although it is rather reassuring that the “top bugs” list in the report tool is quite empty. I’ve become stuck in an instance after the reward chest at the end refused to spawn and the game refused to allow me to leave until I looted said chest, but other than that Neverwinter seems to be in pretty good shape. Knowing Murphy’s Law, that could all go down the toilet once the game launches and the influx of players trigger yet-unseen bugs and crashes, but for now all is pretty hunky dory.

The only part of Neverwinter that has genuinely frustrated me so far lies within the group instances, in several respects. First off, there is apparently no role check in place for the dungeon finder. In most other MMOs, the dungeon finder has a specific set of requirements: one healer, one tank, generally one or two DPS, and then usually a wildcard slot. In Neverwinter, you can wind up in a random group that might have no healer, too many healers, no tank, too many DPS classes, etc. At this point, especially in cases where the group doesn’t have a dedicated healer, the players are better off just quitting since the dungeon is going to be virtually impossible, especially once you hit level 15+.

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Another fundamental problem with dungeon grouping lies in the need before greed system. Players roll for higher value items, but these items drop in an unidentified state. You can tell if the item can be used by your class (incompatible items are shaded red), however there is no way of knowing if the gear is worth rolling for since the stats are hidden. I’ve also seen a demand in the forums to prevent players from rolling on items that their class cannot equip, either by not allowing them to roll “need” or not allowing them to roll at all. Every group seems to have at least one greedy person who will roll need on everything, often by waiting to see if the rest of the group rolls greed, thus ensuring the item for himself. I would rather see a simple requirement of having a compatible class to roll need on an item.

There is a LOT of content still not implemented in Neverwinter, from a considerable number of those half hour events I mentioned earlier, to the crafting system, and much of the game’s story mode. One thing I will say is that this isn’t so much an attempt to bring the pen and paper game to the gaming audience as Turbine attempted to do with DDO, but it’s an action MMO based in the Neverwinter universe with stuff from D&D. If you start making comparisons to the pen and paper game, or if you were looking for a more current version of Turbine’s DDO, I feel I need to make it clear now that you are likely going to be very disappointed.

I will have more to discuss in the future, but I have to say my first impressions have been very positive. There is no nondisclosure agreement in effect for Neverwinter, so feel free to drop us a comment on your experience or send an email to contact[at]mmofallout<dot>com.

Neverwinter Presents $200 Exclusive Race


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Those of you who played Star Trek Universe may remember the controversy that Cryptic Studios caused by encouraging players to purchase multiple copies of the game in order to take advantage of the retailer-specific cosmetic items upon launch. If you wanted to get your hands on the Next Generation Enterprise, as well as an adorable Tribble, you had to buy one copy from Best Buy and one from Gamestop. If you didn’t, according to Cryptic, you would have to go without them. Shortly after launch, Cryptic launched most of the items on to the cash shop, to the uproar of the game’s community.

So with a couple of years behind them and a brand new MMO (and parent company), what has Cryptic learned from Star Trek Online? Judging by today’s pre-order bonus pack, nothing. Kotaku revealed that players will be able to choose from several packages ranging in price from $20 up to the inglorious $200 Hero of the North Founder’s Pack. The packages range in goods, from bags to exclusive mounts, titles and bigger head-starts, the usual fray. The $200 package has something players should immediately sniff out as suspicious: an exclusive race.

 Exclusive access to ‘Menzoberranzan Renegade’, a Drow playable race like the legendary ranger Drizzt Do’Urden, complete with unique racial abilities and tattoo

Cryptic has pulled this stunt before, claiming an item to be pre-order package dependent and then going forward and placing it on the cash shop at a significantly reduced price anyway. Knowing Cryptic, the appearance of the exclusive race on the cash shop is just about inevitable. An exclusive race, and a whole lot of lock boxes.

Why Aren't You Playing: RaiderZ Part 1


If I had a nickel for every time someone told me “hey Omali, check out this new MMO from Korea, it is totally different,” I would put those nickels in a sock and use it to beat those people unconscious. And yet, half because I know it won’t go anywhere and half because I enjoy torturing myself, I inevitably download the game and play it, hate it only as much as I hate myself, and uninstall the godforsaken pay-to-win uninspired grindfest. This time, however, I was invited to the beta under the pretense of “it’s just like TERA, but free!” Which is great, because juggling subscriptions was really the reason I left TERA.

In fact, don’t mind if I accidentally refer to RaiderZ as TERA at any point in this article.

1. Combat

RaiderZ is polite enough to introduce its new players to the variables of combat relatively early in their playing experience. In short, what this means is that in order to stay alive or function with any sort of efficiency in RaizerZ, you’re going to have to know when to hold em, know when to fold em. Combat is very similar to titles like TERA in that you’ll be tasked with dodging, blocking, and choosing the right moment when to strike. Dodging isn’t an end-all beat-all, and won’t protect you 100% from taking damage, but it is a very important tool in mitigating and holding off as much damage as possible. Creatures will shove, throw, ram, and eat their foes, meaning if you want to have a chance at survival, you’re going to need to pay attention.

Because of this, combat in RaiderZ is what I like to call: Engaging. Sure, you can go all out DPS, focus on just smashing your target as much and as quickly as possible, but you will likely die a lot or at least be forced to either guzzle down enough potions to heal a small army, or sit out of combat waiting for your health to regenerate. Or, at the cost of slightly longer battles in the short run, you can make intelligent use of your dodge, block, and special attacks to mitigate, block, and interrupt attacks.

I also like the idea that you can literally beat things off of certain mobs, and either consume them on the spot or use them as a weapon. Certain enemies like crabs will randomly drop crab meat, for instance, which can be picked up and eaten to boost health regeneration for a small amount of time. Other creatures will drop their weapon or body parts that can be picked up and used as a temporary weapon of your own. There is also an inherent satisfaction in breaking off the body part of something you just beat to death, and using it to slaughter its nearby tribe members.

2. Quests, Resources, And Grind

Outside of its combat, there isn’t much innovation to RaiderZ. The leveling process is the standard grind of moving from hub to hub, taking on quests and occasionally fighting “party” size monsters. Again, what makes RaiderZ enjoyable and engaging is the combat, even though as you progress through the game, you begin to realize that it may just be the one degree of separation that keeps this title from being thrown in the pit with the other thousand generic MMOs that come out of Korea every year. There is a story aspect that plays out through instanced areas, and is a decent part of the game.

Since RaiderZ is a monster hunting game, this is also where you will obtain most of your gear. As you wage your genocide against the hodgers, bandits, and bears (oh my), you will come across various crafting materials to use in forging new equipment. There isn’t much thinking in crafting your equipment, either. You simply go to a vendor in one of the cities or villages, they show you a recipe that displays exactly what creature drops each item, and you go and beat the crap out of said creature until it drops what you want. Unfortunately one issue I’ve come across is that in the time it takes to knock the correct resources out of a mob in quantities high enough to make a set of armor, I’ve already outleveled the stuff I was going to craft and have to load up on a new mob.

PvP in RaiderZ is really on the back burner, although there is an open PvP zone you are forced to go through if you want to progress to the end-game.

3. Gold Farmers, Chat Spam Galore

I saved this for last, because I know for someone like myself this can really kill a game. RaiderZ is filled to bursting with gold farmers, both in-game and spamming chat. The starting areas, as well as the first main city you hit (Ingen) are so full of gold farmers that chat is impossible, due to the overwhelming level of spam. The problem with gold spam might not be so great if RaiderZ had some automated system built in to stop it, but until that happens, players either have to ignore it or individually block each player.

In fact, the chat system in RaiderZ is mediocre, bordering on pathetic. Not only does Perfect World not offer a simple way to click on someone’s name to add them to your block/friend list, the game makes the Kindergarten level mistake of using a font that has the same symbol for the uppercase i as it does for the lower case l. So even if you want to block the number of gold farmers or private server ad bots, many of them use names consisting of random combinations of both letters, making them difficult if not impossible to ignore.

Next Time: Cash Shop, Perfect World, And More…

Why Aren’t You Playing: RaiderZ Part 1


If I had a nickel for every time someone told me “hey Omali, check out this new MMO from Korea, it is totally different,” I would put those nickels in a sock and use it to beat those people unconscious. And yet, half because I know it won’t go anywhere and half because I enjoy torturing myself, I inevitably download the game and play it, hate it only as much as I hate myself, and uninstall the godforsaken pay-to-win uninspired grindfest. This time, however, I was invited to the beta under the pretense of “it’s just like TERA, but free!” Which is great, because juggling subscriptions was really the reason I left TERA.

In fact, don’t mind if I accidentally refer to RaiderZ as TERA at any point in this article.

1. Combat

RaiderZ is polite enough to introduce its new players to the variables of combat relatively early in their playing experience. In short, what this means is that in order to stay alive or function with any sort of efficiency in RaizerZ, you’re going to have to know when to hold em, know when to fold em. Combat is very similar to titles like TERA in that you’ll be tasked with dodging, blocking, and choosing the right moment when to strike. Dodging isn’t an end-all beat-all, and won’t protect you 100% from taking damage, but it is a very important tool in mitigating and holding off as much damage as possible. Creatures will shove, throw, ram, and eat their foes, meaning if you want to have a chance at survival, you’re going to need to pay attention.

Because of this, combat in RaiderZ is what I like to call: Engaging. Sure, you can go all out DPS, focus on just smashing your target as much and as quickly as possible, but you will likely die a lot or at least be forced to either guzzle down enough potions to heal a small army, or sit out of combat waiting for your health to regenerate. Or, at the cost of slightly longer battles in the short run, you can make intelligent use of your dodge, block, and special attacks to mitigate, block, and interrupt attacks.

I also like the idea that you can literally beat things off of certain mobs, and either consume them on the spot or use them as a weapon. Certain enemies like crabs will randomly drop crab meat, for instance, which can be picked up and eaten to boost health regeneration for a small amount of time. Other creatures will drop their weapon or body parts that can be picked up and used as a temporary weapon of your own. There is also an inherent satisfaction in breaking off the body part of something you just beat to death, and using it to slaughter its nearby tribe members.

2. Quests, Resources, And Grind

Outside of its combat, there isn’t much innovation to RaiderZ. The leveling process is the standard grind of moving from hub to hub, taking on quests and occasionally fighting “party” size monsters. Again, what makes RaiderZ enjoyable and engaging is the combat, even though as you progress through the game, you begin to realize that it may just be the one degree of separation that keeps this title from being thrown in the pit with the other thousand generic MMOs that come out of Korea every year. There is a story aspect that plays out through instanced areas, and is a decent part of the game.

Since RaiderZ is a monster hunting game, this is also where you will obtain most of your gear. As you wage your genocide against the hodgers, bandits, and bears (oh my), you will come across various crafting materials to use in forging new equipment. There isn’t much thinking in crafting your equipment, either. You simply go to a vendor in one of the cities or villages, they show you a recipe that displays exactly what creature drops each item, and you go and beat the crap out of said creature until it drops what you want. Unfortunately one issue I’ve come across is that in the time it takes to knock the correct resources out of a mob in quantities high enough to make a set of armor, I’ve already outleveled the stuff I was going to craft and have to load up on a new mob.

PvP in RaiderZ is really on the back burner, although there is an open PvP zone you are forced to go through if you want to progress to the end-game.

3. Gold Farmers, Chat Spam Galore

I saved this for last, because I know for someone like myself this can really kill a game. RaiderZ is filled to bursting with gold farmers, both in-game and spamming chat. The starting areas, as well as the first main city you hit (Ingen) are so full of gold farmers that chat is impossible, due to the overwhelming level of spam. The problem with gold spam might not be so great if RaiderZ had some automated system built in to stop it, but until that happens, players either have to ignore it or individually block each player.

In fact, the chat system in RaiderZ is mediocre, bordering on pathetic. Not only does Perfect World not offer a simple way to click on someone’s name to add them to your block/friend list, the game makes the Kindergarten level mistake of using a font that has the same symbol for the uppercase i as it does for the lower case l. So even if you want to block the number of gold farmers or private server ad bots, many of them use names consisting of random combinations of both letters, making them difficult if not impossible to ignore.

Next Time: Cash Shop, Perfect World, And More…

Atari: Star Trek Online Free To Play? Over Our Dead Bodies


Atari and I have never been on the best of terms.

 I believe I referred to Atari on a website that is not MMO Fallout, as an empty shell of a company that not only couldn’t keep itself on the NASDAQ stock listing, had a failed European branch, and has undergone more cosmetic surgery to change face than any other company in the business. Despite being relegated to the position of publisher for any notable title over the past decade, Atari has been downsized to the elderly man who keeps talking about his youth, and he buys up the younger crowd so he can live through them, even though his limbs are falling off from years of mistreatment.

Turns out John Smedley wasn’t the only creator desiring free to play, cut back by an unseen foe. In an interview, Cryptic’s Executive Producer on Star Trek Online Stephen D’Angelo stated that,  “We’ve always wanted the game to be free-to-play,” he says, “in fact we tried to make it free-to-play at the original launch, but our publisher [Atari] didn’t want us doing that so we didn’t do that.” You mean to tell me I could have obtained the entire Original Series cosmetic series without buying multiple copies of the game? What a kick in the teeth.

Of course Cryptic shares no blame in this, after all they were an owned subsidiary of Atari at the time and what Atari said was law. The article goes on to talk a bit about how Cryptic is handling the free to play switch, drastically different than the Champions Online conversion which was met with “mixed results,” according to the article.

Atari publicly dumped Cryptic Studios earlier this year, selling the studio to Perfect World Entertainment. The game is set to switch to free to play in January 2012.

My Security Idea Affirmed By Perfect World Entertainment


Back in April, I talked about how to end security issues for a good number of users, and my largest point was the separation of anything that could be compromised along with a computer. Assuming Trion’s figure that 80% of account thefts are via keylogger is correct, the company must assume that a person’s email address is compromised as well, and retrieving a frozen account should not be doable via email. Instead, I suggested offering phone services, like Blizzard and a few other companies do now. In order to protect the account before it is stolen, companies employ a variety of methods. Authenticators, on-screen PIN, computer authentication, etc. Now, my issue with this is that the phone services offered to us without smart phones is lacking, really only applicable once the account is already gone. My idea was similar to Trion’s coin lock, except instead of sending you an email, you register a phone number with your account upon creation and you will receive either a text or a robo-call with the code.

Looking through wikis for Perfect World Entertainment’s games, I found a security feature for Perfect World:

As a prevention system against account hackers, Perfect World has a Phone Lock feature for those who wish to use it. The Phone Lock, when activated, will freeze an account until the player of that account dials in using the registered phone number. Once the number is recognized, the account is temporarily activated for login. The player must login within 10 minutes of activation before the account login is frozen again. The player may continue to play despite the freeze. If the player logs out after the 10 minutes are up, that player must once again dial in to temporarily deactivate the Phone Lock. The phone lock feature is exclusive to the Chinese Malaysian version of the game.

This is a nice idea, but cumbersome in the long run. Personally, I prefer my idea of one-time activation for a computer with per-login activation (for people who use internet cafes) given as a strictly optional option. This does at least show that I’m not the only one thinking about how phones are a better source of account safety than computers and email alone.