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]

Black Desert explains how both of its cash shops will work

Black Desert rep Belsazar has posted a lengthy missive from the Pearl Abyss developers explaining the details of the game’s cash shop and announcing that the date for closed beta 2 will be posted next week.

Black Desert will actually have two cash shops: The Cash Shop (for Pearl purchases) and the Mileage Shop (for miles purchases). Pearls are the game’s core cash currency, whereas you’ll pick up “100 miles per day for logging onto any of your characters.” There’s a giant chart showing which items will be sold in each; it includes everything from storage to stable expansions and cosmetics to gear. It will not be possible to sell cash shop items on the marketplace at launch.

Belsazar further explains that the energy system, leveling curve, player trading, and group rewards are under review. Of note, the devs are tweaking the karma system to better balance open PvP and help “to create a paradigm shift away from ‘ganking’ (random killing without particular reason) towards bounty hunting (killing for a reason).”

Source: Official forums. Thanks, Cotic, Kinya, and Leiloni!


PWE shuts down World of Jade Dynasty for redevelopment

Perfect World Entertainment has decided that it will be going back to the drawing board with one of its newest titles.

The studio announced today that it will be ceasing current development of World of Jade Dynasty, a sandbox wuxia title that started pre-alpha testing last June. The publisher didn’t pull the plug because it was displeased with the game, but rather because it wanted to give its visuals an upgrade.

World of Jade Dynasty will be getting “redeveloped” using Unreal Engine 4 rather than an in-house engine. Obviously this decision will delay the game’s testing and release, although there is no word how long it will be until we’ll see this title again.

Source: MMO Culture


Alien life discovered in Elite Dangerous — and it’s not what you think

Ever since Elite Dangerous dropped its Horizons expansion and allowed players to land on planet surfaces, captains have been scouring the galaxy for interesting sights. Well one player has found the following definitive proof that we’re not alone in the universe: barnacles.

Yes, you read that right. Giant alien barnacles with a strange symbol on them were discovered on Merope 5C, and once the awe of this find wore off, giddy players did what they do best by trying to blast it with mining lasers. “As I type this, I can hear weapons fire,” one captain posted. “If this does end in war, then we clearly started it.”

The discovery of the barnacles wasn’t by accident; Frontier had been giving clues to the community about the possibility of extraterrestrial life for a while now. If you’re in-game, you can check out the stellar barnacles for yourself at -026.3496°, -156.4044°. Alternatively, you can get an eyeful of barnacles (and hear what kind of weird noise they make) after the jump.

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The Secret World vows to put more mobility in combat

An unpopular change to one of The Secret World’s ranged abilities in the last patch might end up benefiting the game’s population as a whole.

Lead Designer Romain Amiel wrote a post yesterday acknowledging that the new required cast time (or “snare”) for anima shot and other builders hasn’t gone over so well, despite it being a move to give ranged attacks a small drawback in comparison to melee. Ultimately, he said that the discussion got the team to meet together and agree that movement should be freed up as much as possible instead of hindered.

“In the very near future, we will be removing the casting snare effect from every builder!” Amiel announced. “Additionally, all melee dashes and charges will have their cooldown reduced, to allow melee characters to get in the action faster, both in PvE and PvP.”


The Stream Team: Blade & Soul’s headstart

Although Blade & Soul doesn’t officially launch until the 19th, the headstart begins today. And that means MassivelyOP’s MJ gets to jump in and play. Well, she can play after she creates a character, that is! Instead of taking advantage of the chance to pre-make her main, she’s going to show you just how detailed character creation is — and maybe even let you choose her class. Tune in live at 1:00 p.m. to get in on the opening minutes of headstart.

What: Blade & Soul
Who: MJ Guthrie
When: 1:00 p.m. EST on Friday, January 15th, 2016

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WoW Factor: The importance of class fantasies

Here’s a fun thought exercise for you all: explain the differences between Fire Mages and Destruction Warlocks in World of Warcraft. But before you do so, let’s make things a little more interesting by saying that you cannot use abilities, rotations, or resources to differentiate between the two of them. In other words, you can’t differentiate them based upon what they do; you can only differentiate them based upon what they are.

In this case, it’s not very difficult. Fire Mages are masters of fire magic through careful study and practice. They’ve mastered the art of flame almost as a thought exercise, specializing in the most destructive form of arcane application but still primarily devoted to learning. Destruction Warlocks, meanwhile, have forged pacts with demons to borrow the intrinsic powers of the nether realms. It’s possible – even probable – that those pacts will eventually have an additional cost, but for the time being the Warlock may use demonic powers for personal gain.

This is the importance of class fantasies and why they’re important to the game moving forward. And it also demonstrates the problem with them, and it hints at why these fantasies have suddenly become more important with Legion.

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Crowfall details the goddess Illara and launches its pantheon guide

There’s no doubt that the gods of Crowfall are powerful. But the last of the lot to be revealed – Illara, mother of cats – is the one deity that could save her followers from the Hunger. She possesses the knowledge to do so. What she lacks is even the slightest inclination; she doesn’t care about that or find it interesting enough to focus on those affected. No, Illara is busy dealing with her own pursuit of arcane knowledge, and nothing else around her garners her attention.

In other words, cat.

Illara’s reveal as the final member of the pantheon comes along with a new section of the Crowfall website dedicated to the pantheon. If you’ve missed one or two of the deities revealed along the way or just want to refresh your memory about someone, you can do that now with minimal difficulty.


Bless Online begins Korean open beta this month

If you’re keeping tabs on Bless Online, it might cheer you up slightly to hear that it’s revving up its Korean open beta later this month. Of course, it might depress you when we say that there’s still no word as to when this title might make it over to western shores.

The Korean OBT begins on January 27th and will include six jobs and a new playable race. Neowiz is also holding a pair of character creation contests during the first couple of weeks. Bless is currently confirmed to launch in Korea, Taiwan, and China.

Some of Bless Online’s selling features include massive 100v100 battles, a score by Hans Zimmer, and use of the Unreal Engine 3.

Be, erm, blessed with the following Korean trailers for the game!

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Star Citizen releases Alpha 2.1 with new flyable ships and player-trapping elevators

The skies are a little more crowded today in Star Citizen with the release of Alpha 2.1 to the live servers. The patch added two new flyable craft to the roster: there’s the mighty Freelancer base and the surprise addition of the Aegis Vanguard Warden. The Aegis Sabre is also available to check out in the hanger, although it has yet to get the go-ahead to take off into the deep unknown.

The bulk of Alpha 2.1’s drive is to provide more stability and bug fixes for the game. The team is still making adjustments to the EVA system, the Freelancer’s damage states, and naughty elevators. “The doors inside of ArcCorp and Million Mile High Club will occasionally break,” the team posted. “As this includes the elevator doors, it can trap occupants inside.”

The team also released episode 2.14 of Around the ‘Verse. You can read the transcript of the ‘cast if you’re short on time or else watch the full video after the break!

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TERA apologizes for the last producer’s letter, content gulfs

Yesterday’s letter to the TERA community went over like something of a lead balloon. Sure, the game had its best year ever, but players are going to be waiting for an extended time for any further update. Senior Producer Matthew Denomme took to the forums yesterday to mollify players with an apology and an explanation for the lengthy wait between major updates.

In short, the process of communication between En Masse Entertainment and Bluehole Studios means that the American localization team gets a variety of options about what to release next as content, but all of the release candidates would have major impacts on endgame items. Bluehole, in the middle of reorganization to improve its communication and deployment of updates for the American players, was unable to provide anything to serve as an interim build. The community as a whole seems to be responding positively to the humility and frankness of the letter; one could use this entire incident as a case study in improving community relations after mistakes are made, really.

Source: Official Forums; thanks to Vunak for the tip!


SWTOR is plotting new companions and solo arena fights

There’s a lot of stuff coming to Star Wars: The Old Republic in 2016. Not all of it was ready to be discussed during yesterday’s livestream; the archived version is just below, and within the first few minutes viewers are told that the team isn’t ready to talk about new group content being added to the game for players who have seen all of the old content and want something totally new. But players who want new crafting, new storytelling, new companions, and new challenges? Oh, you’re getting exactly what you like.

Chapter X of Knights of the Fallen Empire will bring with it new companions to recruit (including Blizz recruitment) along with an increase to the crafting skill cap up to 550. That means new materials, crafting mission revamps, and new crafting recipes with new appearances. A lengthy forum post detailing the changes is due before the end of the month. The team is also planning on unveiling the new Eternal Championships, a set of challenging solo arena fights, with the launch of Chapter XI. There’s also a new warzone coming on Odessen with a release date sometime in the next six months. You can check out all of the details in the archived stream just below.

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The Stream Team: Searching for cyborg secrets in The Secret World

There are plenty of mysteries to solve in The Secret World, and now MassivelyOP’s MJ has turned her attention to solving one involving Tokyo’s cyborgs. What are the secrets these semi-sentient machines hide? Join us live at 9:00 p.m. as MJ delves deeper into Issue #13 Trail of Shadows to find out.

What: The Secret World
Who: MJ Guthrie
When: 9:00 p.m. EST on Thursday, January 14th, 2016

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Massively Overthinking: Just how massive is massively multiplayer?

Recent tweaks to the taxonomy structure of Massively OP and coverage of what we formerly called “Not-So-Massive” games prompted a resurgence of internal discussion about the types of games we cover and just what the genres mean. MOBAs are easy to separate out, but the line between “multiplayer” and “massively multiplayer” is just as hard to define now as it was five or 10 years ago when we were first struggling with blurring lines. Are Marvel Heroes, Trove, and Devilian, for example, massive “enough” to make them more like EverQuest and World of Warcraft than they are like Diablo III and World of Tanks? Do we care whether a developer has adopted or shunned the word “MMO” when covering a game as one? What precisely makes a game massive — what’s the magic quantity or quality?

I posed these questions to the Massively OP writers for this week’s Massively Overthinking.

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