MMORPG Category

MMORPGs are massively multiplayer online roleplaying games, our core focus here on Massively OP. MMORPGs are traditionally differentiated from mere multiplayer games by their persistent worlds, massive playerbases and/or servers, customizable character development, and always-online status. [Follow the MMORPG category’s RSS feed]

The Stream Team: Back to the Egyptian sandbox in Secret World Legends

The show is over now, but we’ve embedded it here just for you. Don’t forget to check out past streams and playlists posted to our videos collection!

Even though Massively OP’s MJ rushed ahead through Secret World Legends’ main story so she wouldn’t miss out on Krampusnacht lore, there’s still much story to experience within the zones! She has so much to do in Egypt, so she’s heading back to that giant sandbox to continue finding bosses, doing missions, and collecting lore. Tune in live at 9:00 p.m. for some adventures in the bright sun.

What: Secret World Legends
Who: MJ Guthrie
When: 9:00 p.m. EST on Thursday, January 18th, 2018

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EVE Online’s upwell structures get a wellness upgrade

Some of EVE Online’s player-built space platforms — known as upwell structures — are getting a massive upgrade in the game’s upcoming February update. This Upwell Structures 2.0 is a “significant” package of improvements that should be on the test servers soon.

So what do these changes and improvements contain? CCP outlined four pillars of the new upwell structure design: different power modes, a vulnerability and reinforcement system, a major structure combat overhaul, and moon mining in wormhole space and some highsec systems. There are also numerous smaller tweaks in the works for these platforms, like properly displaying damage messages, a short “fitting invulnerable” state during deployment, and riskier asset safety settings.

And because this is EVE Online, you shouldn’t be surprised that there’s a flowchart associated with these structures and their new status states. We’ve got it for you below, and we guarantee it will be the most exciting flow chart you read all day.

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RIFT announces ‘prime’ subscription-only server for spring 2018

Challenge servers are so last year. It’s 2018, and RIFT is changing course with its idea for a fresh start by creating a server for this spring called RIFT Prime.

In Trion Worlds’ state of the game post for the MMO, the studio said that discussion and feedback over the challenge server idea led to a slightly different tack, which is to make a fresh start server with a different business model (no lockboxes and a smaller store presence), accelerated progress, monthly milestones, special rewards that carry over to other servers, and an “end” to the server’s run at a designated date.

“We have the opportunity to experiment with this fresh RIFT server using an oft-requested subscription model and progressively unlocked content,” Trion said. “Our goal for RIFT Prime is to provide the experience that many of you have requested: no lockboxes, a significantly reduced store with more of the current store-based items obtained through gameplay (or removed entirely) — plus the excitement of sequential progression through RIFT’s content with monthly milestones and achievements.”

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Albion Online characterizes layoffs as downsizing to ‘pre-release beta testing’ levels

Earlier this week, we got a tip claiming that the Albion Online team had been severely cut back before Christmas, perhaps as much as 50%, owing to poor performance. Turns out there were some layoffs, but not quite so many, and in fact the studio says it had ramped up studio numbers ahead of launch and is now downsizing to a live team. Moreover, the studio says its playerbase has “stabilized” and is still growing.

Here’s the full statement Sandbox Interactive issued to Massively OP this afternoon:

Albion Online saw a successful release in July 2017. To get ready for release, during beta testing, our team size almost doubled to more than 50 people. Now that release is behind us, we are reducing the team size to levels similar to those at the start of pre-release beta testing. 31 people in total, supported by talented freelancers, will constantly improve and expand the game. This goes hand in hand with our strategy to fully focus on the game’s original core vision: with the release of our Kay update in December, player numbers have stabilized at a high level and continue to grow. Our next update, Lancelot, will continue on this path and is set to release in March, with further updates to come according to our road map.”

Our sympathies go out to those affected.

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Pokemon Go adds monthly community events, summons giant (pokemon) whale

Still playing Pokemon Go? Wish you were, but couldn’t find a group to raid with? Or maybe you are in a group but want to fill out the roster a bit more? Good news! Niantic will begin doing monthly community events for the game starting January 20th. The plan is for Niantic to host a monthly event “starring a special Pokémon, which will appear frequently around the world for just a few hours.”

While that sounds like a good way to distribute regionals more, the kicker is that the Pokemon caught during the monthly event also will have an exclusive move. Naturally, the first Pokemon is Surfing Pikachu, but before you wander off to join the rest of us waiting for Squirtle Squad Squirtle, you should know that other bonuses will also be in play, such as increased XP or Stardust, plus Lure Modules activated during the event will last for three hours. It’s probably not going to help build communities as well as in-app social media communication option, but it’s a start.

The timing’s quite nice, as Niantic recently released a new Legendary whale, Kyogre, who (like Groudon) has Mewtwo-esque stats for those of you still pining away for EX Raid passes, but has been difficult for many trainers to catch.

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Darkfall: New Dawn tacks on titles and opens local banks for business

Did anyone in class today remember that Darkfall: New Dawn is officially launching, oh, next week? Don’t worry, it kind of slipped our mind too. At least we are getting a few days to prepare ourselves, starting with the absorption of this week’s Patch 6.0.

As possibly the last pre-release patch, this update adds two important systems to the game. Local banking is being hailed by the dev team as “the most defining feature” of the PvP MMO, as “it will create the foundation for a healthy economy and a more convenient game.” Probably a good thing that it’s being added before launch, although one would think that such a vital system would have been in place long before now.

This means that all banks in the game are separate, non-connected inventories that both players and clans can use for storage.

The other system added is titles. There are now 48 titles that players can attain through various achievements and activities. And in case you can’t choose just one, you don’t have to; New Dawn allows you to select up to five titles simultaneously. All hail the future Grand Vizier Troublemaker Pompadour Justin, Esquire Jr.!

Source: Patch notes

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EverQuest and EverQuest II tease plans for 2018

Daybreak has lavished the EverQuest and EverQuest II websites with community letters from producer Lauren “Mooncast” McLemore. Both MMOs just came off a pair of expansions, but you’re probably wanting to know what’s next. And I’d like to be able to tell you, but the studio is being coy, especially with the classic game, though you can be sure anniversary content is on the agenda.

“While I can’t divulge too much yet, I wanted to let you all know that the team is deep in planning and content creation. We’re committed to delivering another year of fun, challenging content to all of you!” McLemore says of EverQuest. “The year is just getting started and before we know it, we’ll be celebrating EverQuest’s 19th Anniversary! Look for anniversary content in March, and we’re excited to have you join us for the in-game festivities.”

As for EverQuest II? Apparently that team is “in the midst of figuring out what’s in store for this year.”

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World of Warcraft confirms that raid boss health bump is a mistake and being fixed

It was sort of a smack in the face to go to old raids in World of Warcraft yesterday. Not in the slap-in-the-face disrespectful sense, but in the sense of just being extremely surprising. Every raid boss was suddenly sporting way too much health, and some more recent raids were suddenly impossible to beat at level 110 with decent gear. What the heck? Were we never meant to do Mists of Pandaria raids solo, even when they got patched to make it easier to solo some of them?

The answer is that it’s not you; it was an error. Due to the changes made to health calculation with the patch, raid bosses wound up with far more health than they were meant to have, and the team is looking into how to fix the issue, especially for raids in Mists of Pandaria and Warlords of Draenor. So you might have to wait a little longer for your transmog farming runs, but it’s a known issue that is getting addressed and fixed.

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Black Desert banned 647 cheaters over the last month, mostly fish botters, which is a thing

Thinking about cheating in Black Desert? Probably not; cheaters are hiding out in the bowels of the internet trading hacks with the other script kiddies. Our readers, then, will surely care that Kakao is apparently in the midst of another crackdown, as it’s announced it’s banned 647 cheaters over the last month.

Targeting specifically “the use of nefarious software that automates gameplay and gives people unfair advantages,” the company says, it is “following up the ban wave from December 13th with an additional wave of 647 accounts. As before, this wave primarily consists of fish bots, although other bots are also included.”

Fish botting just makes the whole thing sadder. “Hey so why’d you get banned from BDO?” “Oh, I was fish botting, and I wasn’t even good enough to get away with it.”

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Choose My Adventure: Yes, Project Gorgon is a weird game

I want to start this column by saying the absolute meanest thing I have to say about Project Gorgon, and that one is probably pretty obvious. This is not a pretty game. I’m reluctant to say that it’s outright ugly because a lot of effort has obviously been put into making the game look as pretty as it possibly can, but there is a hard limit to how much you can do under the circumstances. The result? Even with graphics cranked up as high as they will go, this game is not a looker.

That’s the meanest thing I’ve got. In every other respect, it delivered on what I expected or actually provided me with a little bit more.

Character customization, at this point, is also pretty anemic and terrible, but I managed to make a character who looked at least halfway decent. Then my character got immediately fireballed in the face with several NPCs standing (or hovering) over her body, announcing sadly that her will wasn’t going to break, and so one of them would need to take her on specifically as a pet project. And then I woke up on an island.

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Ship of Heroes gives more love to its warehouse district

Who knew that warehouses could be so exciting? Don’t say such things to Ship of Heroes, because this superhero MMO is currently enthralled with its improvements of what could otherwise be a mundane locale. It’s here where player heroes will go for a quick fight or an involved mission, so it’s kind of neat to see the starting point of future content.

The dev team said that it designed this district from first-hand experience: “Our team has a lot of expertise in industrial engineering, and it shows — while some parts of the city are markedly futuristic, many details in the Warehouse District are true to life. Even in the 25th century, humans still need things like cranes to lift heavy objects, and air conditioning units to transfer heat away from complex machinery. These simple solutions are both practical, and physically tough enough to survive stray shots when Nagdellian raids move through the area.”

Want a closer look? Massively OP’s MJ recently went on a super-powered tour of the district with the dev team.

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Camelot Unchained lands $7.5M investment to hasten development: Our chat with Mark Jacobs on funding, VR, and beta one

If you know one thing about indie MMORPG Camelot Unchained, it’s that CEO Mark Jacobs appears to dwell perpetually in internet comment sections amiably sparring with gamers and attracting loyal advocates.

But if you know two things, you also know that the game is late. Really late. The RvR-centric, PvM-free, anti-lockbox, sub-only MMO was supposed to enter beta three years ago, according to its successful 2013 Kickstarter, but studio City State Entertainment suffered admitted setbacks along the way – both hiring difficulties in the company’s Fairfax, Virginia, location and technical hurdles. Much of that has since been rectified; in 2016, the company launched a second studio in Seattle while continuing to hire engineers and spending the better part of a year completely refactoring its character ability code and polishing up its home-grown engine. But here we are in 2018, still mumbling beta when? at Jacobs and his dogged crew.

Well, we’re finally getting an answer to that question and more, along with a significant blast of hope for the future of the game, as CSE has just received a massive cash infusion to speed up development. I spoke to Jacobs at length – he’s infamous for being effusive – about what’s going on with the game and the studio in 2018. Read on for the executive summary!

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Bless Online team promises that the game is coming to early access ‘as soon as possible’

The whole saga of development for Bless Online has been a lot of false starts and half-launches (the short version is that the game had its publisher pull out and then it was hastily decided to self-publish), so fans still waiting for news and a playable version of the game are probably unpleasantly familiar with being promised that the game is coming very soon. Really, we mean it. The latest post on the game from the development team contains an interview with director Jae-hoon Jeon, who promises that the game is coming to Steam early access as soon as possible. While he fears that the trial and error process might lead to some hurt feelings, the important thing is getting player feedback about the game’s new directions and refinement.

Most of the work for overhauling the game has started with a complete rework of the game’s combat system to make skills feel more impactful, introducing skill combos and adding in the first pass of skill customization mechanics. The goal is to keep individual fights feeling more interesting, and by extension making moment-to-moment and repeated gameplay experiences from becoming boring. Understandable goals, although you’ll have to wait until the game is actually in early access to see how it all plays out.

Source: Steam page

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