rvr

RvR stands for “realm vs. realm,” usually a reference to faction-based player-vs.-player warfare, and frequently (though not always) in the context of more than two realms.

EVE Evolved: War declarations need revamped for the citadel era

It’s a universally accepted fact in EVE Online that you’re never truly safe from attack. Low-security space is littered with pirates looking for an easy kill, nullsec alliances respond to invasion of their territory with overwhelming force, and cloaked ships could lurk around every wormhole. Even in the friendliest parts of high-security space, you can still be blown up by a squad of suicide gankers or find yourself the target of a highsec war declaration. Wardecs are intended to allow player-run corporations to fight with each other in highsec without interference from the police, but over EVE‘s entire lifetime they’ve been almost exclusively used to grief and harass small corporations.

Some wardec alliances log literally thousands of wars per year, with almost all of them being against small industrial and social corporations whose members have no intention of fighting back. The aggressors typically just camp trade hub such as Jita 4-4 and declare war on any corp caught hauling valuables through the system, turning a potential sandbox content-generator into a boring pay-to-grief mechanic. With the landscape of EVE being transformed by player-owned citadels and a dynamic PvE revolution on the horizon, I think the time is right to revamp war declarations for the new citadel era. The current wardec system isn’t fit for purpose, and we deserve something more engaging.

In this edition of EVE Evolved, I give some thoughts on the wardec problem, a suggestion on how they could be revamped to fit the new citadel era, and an idea for how they could even provide a more immersive PvE experience.

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Camelot Unchained implements torches (bring your own pitchforks)

City State’s Mark Jacobs is back at the helm of the Camelot Unchained weekly update this round, with news of his team’s efforts on terrain, performance improvements, seamless zone transitions, the API server, the salvaging system, siege weapons, ambient sound and music tracks, knockback animations, and the pleasantly named wounds and trauma code.

“We’re revisiting the rough first pass of the wounds and trauma code to make use of new code written while we wrapped up encumbrance. At the same time, this pass will also fix several long-standing bugs in the system, like dummies not respawning, and issues with bleeding to death. No one likes issues with bleeding to death, amiright?”

There’s also the usual assortment of images, including a super-detailed look at the work-in-progress unitframes and… torches. A whole bunch of torches. What could go wrong, right? Pitchforks next week?

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The Game Archaeologist: How Sceptre of Goth shaped the MMO industry

When it comes to text-based MMOs created in the ’80s, ’90s, and 2000s, the sheer number of them would blot out the sky. There are certainly more multi-user dungeons (MUDs) than I’ve ever been able to get a handle on when I’ve tried creating lists of the most important to know, but I will say that there are a few that seem to pop up more than others. The original MUD1, created by Richard Bartle and Roy Trubshaw, was certainly a watershed moment for online roleplaying games. Learning about DikuMUD is pretty essential, considering its impact on graphical MMORPGs that we still play today.

But there’s another title that often goes unnoticed, unless you keep an eye out for it. It’s a MUD that keeps popping up when you look into the history of the MMORPG genre, one with ties to key players and design concepts that are still active today.

It’s the MUD that shaped the MMO industry, and it was called Sceptre of Goth.

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Massively Overthinking: Disentangling MMO classes and races

Last week, a guildie of mine mentioned that he’d been interested in Crowfall until he realized he couldn’t be a gerbil (Guineacean) of the class of his choosing. It was a total coincidence that the Crowfall devs had literally that same week announced they were nuking their race/class-locked archetype system and disentangling races and classes, so I got to tell him his wish had been granted.

I think this pushes the game more solidly into MMORPG territory, so I’m happy to see it: More customization and choice and variety is what I’m all about. But I was going to play it before, too. For this week’s Massively Overthinking, I’m presenting the idea of locked vs. unlocked archetypes to our staff to mull over. How important is it to you to be able to play any race/class combo in a game? Is it something you see as critical to MMORPGs? Is archetype-locking more the domain of MOBAs and ARPGs? When do you let it slide to play a fun game?

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Italy and 35 Italian aircraft are live today in War Thunder’s Regia Aeronautica update

Update 1.69 Regia Aeronautica is live in Gaijin’s military MMO War Thunder today. The patch introduces Italy as its sixth nation with what it’s deemed a “formidable line-up of 35 of the most historically accurate representations of their famous Air Force in any computer game ever.”

“The new Italian aircraft tree stretches from Italy’s famous biplanes of the 1930’s to its powerful jet fighters of the 1960s. Among the latter is the Fiat G.91, a light, fast and agile fighter-bomber that is highly versatile in combat, thanks to its rapid-firing, heavy Browning machine guns, bombs and 38 rockets. Italian bombers include highlights such as the heavy four-engined Piaggio P.108B, which can carry a staggering 3.5 tons of bombs or three torpedoes. Its sister model, the ship hunter P.108A, comes equipped with a massive 102mm anti-ship cannon with 50 rounds of ammunition, which is now the largest aviation weapon in the game by far. All players will get gradual access to the new nation’s aircraft, with new models being unlocked for research every few days.”

There are new vehicles for the US, Russia, and Germany too, as well as PS4 Pro support, new smoke shells and smokescreen launchers, and updated Kuban, Tunisia, and Black Sea Port maps. Check out the videos below for the details!

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The Elder Scrolls Online shows off what you get for pre-ordering Morrowind

Want to grab a little extra when you start your adventure in The Elder Scrolls Online: Morrowind? You should probably pick up the expansion’s Discovery Pack because it contains stuff. Stuff like a Warden costume, so your character can look like a Warden. Presumably, that holds true even if your character is not a Warden, although the lack of a bear will probably give you away. You can try to throw people off of your scent with your Dwarven War Dog pet, but dogs and bears aren’t really the same thing.

Of course, you won’t need to throw anyone off the scent if your character is a Warden, and said Warden can probably benefit from the included experience scrolls. You’ll also get treasure maps, a Dwarven crown crate, and another bug pet if you pre-order on the PlayStation 4. So there’s a lot of stuff in the Discovery pack; you can pick it up until June 6th if you want to start your Morrowind exploration in style.

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Wild West Online addresses Sergey Titov rumors [Updated]

Rumors spread on Reddit yesterday suggesting that Sergey Titov is involved in Wild West Online have been partially but not fully debunked. Titov, you’ll recall, was the controversial personality behind scandal-riddled The War Z aka Infestation: Survivor Stories aka Infestation World, a survival game so terrible our original reviewer called it “worse than actually being killed by zombies.”

Reddit user TheSkiesAreShattered (now deleted) posted his hypothesis (now deleted) that Titov was involved in Wild West Online’s development and indeed was its mysterious investor. The Redditor offered circumstantial evidence including an engine comparison, domain name patterns, and Facebook friends lists, chastising the press for missing those “clues.” Similar threads on the official forum have been locked and heavily moderated with links to the Reddit thread removed, but a forum moderator confirmed that the team licensed the engine from Free Reign Entertainment – that’s Sergey Titov’s outfit.

“No, Sergey Titov is not involved in the development of this game, but yes we use a game engine developed and supported by one of his companies,” the mod writes. A second followup post from the developers also homes in on the engine rumor specifically but doesn’t address the other allegations:

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Win That War hauls out a ‘truly massive scale RTS”

Remember when real-time strategy games were all the rage and not games where you did weird things with dino poop to stay alive? Insane Unity does, which is why the studio is building a MMORTS called Win That War.

“The heart of the Win That War experience lies in a massively multiplayer online campaign, in which opposing factions wage merciless war to conquer territories at planetary scale,” the team explains. Players join up with one of three retro-futuristic factions to conquer the galaxy one planet at a time.

Win That War just launched on Steams early access and includes a PvE mode for those who would rather beat up a computer than a fellow gamer. The game’s not free to check out, alas; it costs $20 to purchase at this stage of testing. Check out the trailer after the break!

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Revelation Online’s Iceborn update melts on your PC today

Revelation Online‘s Iceborn update is live in the game today as promised. The big draw is the faction war for level 40+ characters, along with what My.com has dubbed “Inner Demon Trials,” which are not an existential test but are in fact small-group portal dungeons. Yeah, strange demon portals, what could go wrong?

“The update introduces a full-scale Guild versus Guild tournament, a new ice cold battleground and exciting new trials for adventurers to test themselves in. Situated at the top of the world, the Snowpine Peak Battleground unfolds a new chapter in the faction war between two known races in Nuanor. The feathered Wingar and the furry Ursids are at each other’s throat and it is up to each player to select a faction and jump in to determine the outcome!”

Get caught up with the launch trailer, which we’ve tucked down below.

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LawBreakers announces $29.99 PlayStation 4 edition with new Blur trailer

With the resumption of LawBreakers development chatter last week and the recent NDA-free closed beta round last weekend, you might have guessed that Nexon and Boss Key had more planned, and if so, you were right: The studios announced this morning that LawBreakers is coming to the PlayStation 4, launching “simultaneously” there and on Steam for PC users later in 2017.

LawBreakers will be enhanced for PS4™Pro and promises to challenge even the best players to bring their skills, get off the ground and deliver death from every angle as they experience thrilling fast-paced, omni-directional gunplay with innovative movement systems and combat abilities. From the mind of [Cliff] Bleszinski, LawBreakers is set in a brand new futuristic world where the laws of gravity have been turned upside down. A war between the Law and the Breakers rages across a variety of iconic locations such as the boiling oceans of the Santa Monica coastline to the gravity-ravaged Grand Canyon and beyond.”

We’ve also gotten our first peek at the game’s proposed business model, with a $29.99 sticker price on the base game.

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One Shots: Head of the class

What do you do if you’re a sentient stone head who has been tasked with centuries of guard duty? You probably do a lot of lounging around on a cushy chair, waiting for some Dudley Do Right to wander your way and agree to do your job for you.

Miol sends in this odd Guild Wars 2 shot from the Living Story Season 3 in response to my call for goofy screenshots: “How about a literal talking head? Silly enough?” Well, it’s noggin I like, but noggin I hate, either.

Yeah, I’ll just show myself out. Sorry about that.

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Camelot Unchained finishes UI icons, makes ‘major inroads’ into living world support tech

Camelot Unchained hopes you’re not tired of the words “living world” because its devs are busy making “major inroads into the tech to support” just that.

“At the start of the month, we began working with our portal tech to allow players to teleport between zones, primarily to make testing easier,” City State’s Tyler Rockwell explains. “However, we delayed more expanded testing of that tech” — chiefly to improve seamless zone transitioning and terrain generation.

The art is worth a peek this week as usual too, particularly the icons. CSE says its expects the “styling and overall UI to change and grow throughout testing,” these armor, weapon, and crafting icons for beta one are ready to roll. Check them out, along with the weekly recap video, down below.

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DCUO preps WWII-era Age of Justice update for June

There’s some positive word-of-mouth bubbling out about this summer’s Wonder Woman feature film, which, if true, would be a boon to the bruised DC movie franchise. While the film is set during World War I, the team over at DC Universe Online is preparing its own retro story, this one set during World War II.

The Age of Justice update is scheduled to arrive globally on June 1st, teleporting players back to the beginning of the Justice Society of America in the 1940s. Alternate histories will be explored, including a time-ravaged Area 51 and a European village under the thumb of Axis leader Baron Von Savage. There will also be plenty of four- and eight-player instances to overcome.

Free players who are not subscribers and haven’t purchased the episode will be treated to a one-month preview of the war-torn village map with limited rewards. Speaking of rewards, there are several “time-torn energy” styles and gear sets, as well as base items, feats, and titles.

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