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)

Jagex Releases DarkScape: Hardcore RuneScape


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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)

Neverwinter Strongholds Release August 11th


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Perfect World Entertainment has announced that the Strongholds expansion for Neverwinter will be ready and raring to go on August 11th. In addition to the largest playable map introduced so far, Strongholds will also allow guilds to form up and take back the wilderness to make it a safe place once again. The initial launch will focus on the player vs environment portion, allowing guilds to build their strongholds.

Reminiscent of early Dungeons & Dragons gameplay, Neverwinter: Strongholds empowers guilds to reclaim a keep and its surrounding wilderness areas from monsters. As the lands are cleared, guilds will need to decide how to properly run their stronghold and which of the many paths it can take to fit the guild’s needs.

Later in September, players will be able to participate in PvP action on the map.

(Source: Neverwinter)

Firefall Shuts Down PvP In Preparation For Launch


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Firefall may have started with PvP, but as development has continued the focus has shifted away from PvP in favor of PvE, to the neglect of the former. While Jetball was a fun idea, it attracted less than 3% of the game’s population. In response to the waning quality of PvP life, Red 5 Studios has announced that they are shutting down PvP completely to retool it in preparation for a better future.

So we’re going to regroup, rethink, and deliver the best PvP system we can that can be enjoyed by everyone. We don’t have a timetable for this, but at some near future point we will shut off the PvP aspect of the game, which we feel does not represent Firefall at its best, and relaunch that part of the game when its ready.

We look forward to what Red 5 Studios has in store for us.

(Source: Firefall)

Everquest Next Avoiding Bad Design Decisions


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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.

DC Universe Unveils 2013 PvP Roadmap


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DC Universe is set to release the next big DLC pack, Origin Crisis, which admittedly focuses mostly on PvE encounters. Until then, Sony Online Entertainment has some big plans in store for lots of steamy hero on villain content in the coming year. For a couple of weeks now, heroes and villains all around Gotham and Metropolis have been enjoying the brand new ranked matchmaking system, which runs in the background collecting match results and using that data to create more balanced teams. Expounding on ranked matchmaking, Sony plans on implementing arranged matchmaking, allowing groups to bypass the on duty system and set up matches against other groups directly. You’ll be able to skirmish against your friends, or recreate your own version of Crisis on Two Earths, all within the confines of structured PvP.

Also coming is the introduction of seasonal gear. Tiered PvP gear that is replaced with new gear once a season begins. The goal, according to the announcement, is to allow players to progress without increasing gaps between seasoned veterans and new fighters, as well as giving players a fresh start every so often. Finally, in order to reduce queue times, the team has announced map rotation. Essentially this means that the number of available maps will be reduced, however they will be cycled on a regular basis. With five maps available at any time, Sony hopes that this will allow them to add new PvP maps over time without the issue of spreading the base too thin.

Sony is welcoming feedback to any of the proposed changes. You can find links to their specific forum threads below.

Please join Mark [Tunso] Halash for a discussion about PvP progression and Rewards: [Link]
Please join me, Jens [Spytle] Andersen, for a discussion about the Map Rotation: [Link]
Please join Steve [Why] Wyckoff to talk about the Ranked Matchmaking feature: [Link]
Please join Larry [Captain Liberty] Liberty and give him hell about Arranged Matchmaking: [Link(okay, maybe just talk normally to him about it.)

(Source: DC Universe)

Taco Tuesday: Don't Ban Griefers, Make The Game Unbearable


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Today is Tuesday and that can only mean one thing: The cafeteria is serving up hot ground meat in between your choice of soft tortilla or crunchy corn shells. Regardless of your preferences of sauces and toppings, Taco Tuesday is inarguably the greatest day of the week, unless of course you hate life. It is around the taco table that we come together to discuss MMOs, in particular those big things and little things that make the genre great. So grab yourself a shell, load it up, and get ready to dig in.

Ever since MMOs first introduced the concept of open combat, the question has lingered as to how to allow players to battle each other to their heart’s content, while at the same time preventing people from griefing new players and driving away business. Games have attempted to throw in a number of features, all with varying success. Criminal systems are often used which prevent characters from entering certain areas/cities until they either wait out a period of time or grind faction points. The goal in these cases is to allow for free range murder with the penalty of inconveniencing the character for the duration of their criminal reign. Certain MMOs go further by punishing the character with experience/stat penalties if they are killed while flagged.

Two recent games are taking a far more hardcore approach to dealing with griefing and mitigating those with a strong habit of randomly killing/kidnapping everyone they come across, and those games are Wizardry Online and Age of Wushu. Wizardry Online is a hardcore MMO with permadeath and open PvP, a combination which means there is an obligation to ensure that opting to be a criminal is difficult and dangerous. When one player kills another in Wizardry, the victim is able to place a bounty on the head of the killer. Bounties are temporary and will eventually expire. Players with more than five bounties will be imprisoned upon their next death. Imprisoned players are unable to delete imprisoned characters, nor are they able to access other characters on the same account. Between paying back bounties or long hours of grinding to get out of jail, a particularly bad griefer could be punished past the point of being willing to play anymore.

Age of Wushu features a similar jail system. Snail Games may not have implemented any kind of permanent death feature in Age of Wushu, but they’ve managed to make prison almost as bad. Instead of trying to explain it myself, I will allow user Smokefin to give his testimony:

72 hours in jail. I killed 30 people and after that i died to 4 other players and went to jail. Now i need to serve 72 game time hours of jail. I literally didn’t believe it at first, but its true. SO: I play 4 hours a day, that means that i will be released from prison in 18 real life days, IF i managed to be online all those 4 hours a day, after that i will be executed and i will have halved stats for 24 hour game time. So i’m back to normal in 26 days if i play 4 hours a day.

72 game hours in jail followed by 24 game hours with stats halved? That is harsh. Maybe a little more punishing than I would have thought, and apparently enough to cause Smokefin to quit.

Where do you stand on penalties for griefing/rampant ganking? Should the worst offenders have their games essentially rendered unplayable for long periods of time?

Taco Tuesday: Don’t Ban Griefers, Make The Game Unbearable


AgeofWushu

Today is Tuesday and that can only mean one thing: The cafeteria is serving up hot ground meat in between your choice of soft tortilla or crunchy corn shells. Regardless of your preferences of sauces and toppings, Taco Tuesday is inarguably the greatest day of the week, unless of course you hate life. It is around the taco table that we come together to discuss MMOs, in particular those big things and little things that make the genre great. So grab yourself a shell, load it up, and get ready to dig in.

Ever since MMOs first introduced the concept of open combat, the question has lingered as to how to allow players to battle each other to their heart’s content, while at the same time preventing people from griefing new players and driving away business. Games have attempted to throw in a number of features, all with varying success. Criminal systems are often used which prevent characters from entering certain areas/cities until they either wait out a period of time or grind faction points. The goal in these cases is to allow for free range murder with the penalty of inconveniencing the character for the duration of their criminal reign. Certain MMOs go further by punishing the character with experience/stat penalties if they are killed while flagged.

Two recent games are taking a far more hardcore approach to dealing with griefing and mitigating those with a strong habit of randomly killing/kidnapping everyone they come across, and those games are Wizardry Online and Age of Wushu. Wizardry Online is a hardcore MMO with permadeath and open PvP, a combination which means there is an obligation to ensure that opting to be a criminal is difficult and dangerous. When one player kills another in Wizardry, the victim is able to place a bounty on the head of the killer. Bounties are temporary and will eventually expire. Players with more than five bounties will be imprisoned upon their next death. Imprisoned players are unable to delete imprisoned characters, nor are they able to access other characters on the same account. Between paying back bounties or long hours of grinding to get out of jail, a particularly bad griefer could be punished past the point of being willing to play anymore.

Age of Wushu features a similar jail system. Snail Games may not have implemented any kind of permanent death feature in Age of Wushu, but they’ve managed to make prison almost as bad. Instead of trying to explain it myself, I will allow user Smokefin to give his testimony:

72 hours in jail. I killed 30 people and after that i died to 4 other players and went to jail. Now i need to serve 72 game time hours of jail. I literally didn’t believe it at first, but its true. SO: I play 4 hours a day, that means that i will be released from prison in 18 real life days, IF i managed to be online all those 4 hours a day, after that i will be executed and i will have halved stats for 24 hour game time. So i’m back to normal in 26 days if i play 4 hours a day.

72 game hours in jail followed by 24 game hours with stats halved? That is harsh. Maybe a little more punishing than I would have thought, and apparently enough to cause Smokefin to quit.

Where do you stand on penalties for griefing/rampant ganking? Should the worst offenders have their games essentially rendered unplayable for long periods of time?

Eve Online Makes Accidental Crime More Difficult


Don’t you hate it when all you’re trying to do is navigate a crowded system, and all of a sudden you fire on an unsuspecting player? And then your keyboard and mouse inexplicably lock up, and you continue firing until the combination of NPC protection and players gun you down, destroy your pod, and come over to your house to crap in your cereal. Luckily, CCP is here with the new system safety system. With the upcoming update, players will be able to set themselves to one of three modes: enable, partial, and disabled safety.

On enabled safety, you won’t be able to do anything that is against the law. Think of it as Paladin mode. On partial safety, you will be able to perform actions that raise you into “suspect” status, but not criminal. Disabled safety is free reign to do whatever you want. The option is only for player convenience, although there will surely be some heated discussion over the update.

(Source: Eve Online Website)

Darkfall: Unholy Wars Will Feature Safe Zones For All, Safe Cities For Reds


In thirteen days, Darkfall will shut down and make way for the launch of Darkfall: Unholy Wars on November 20th. As launch of Unholy Wars comes closer, Aventurine has been letting information trickle out via the Epic Blog, videos posted on Youtube, and through interviews with varying websites. In an interview with MMORPG.com, Aventurine discusses the new combat mechanics, boating, skill training, and a few other topics. At the end of the interview, the topic turns to the flagging system, detailing Aventurine’s new plans for red-flagged (criminal) players and the introduction of safe zones:

In reality we are keeping the whole turning red situation when you kill other players in place but turning red does no longer mean you get attacked by NPC guard towers. It is just there to indicate to other players you might not be someone they can trust. What they do with the information is up to them. However because this would make the entire world rather chaotic we felt we needed to create some areas where players can perform some basic activities in peace. All the racial capitals and satellite faction cities as well as surrounding areas where players will make their initial steps have all PvP actions disabled.

This change will no doubt annoy some of Darkfall’s more hardcore group. You can read the rest of the interview at the link below, it contains quite a bit of information.

(Source: MMORPG.com)