MMORPG- Star Wars Old Republic Hands on

3 06 2009

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Star Wars The Old Republic E3 Impressions: Ready to Play KOTOR 3 With a Few Thousand People?

Star Wars: The Old Republic

Judging from a lengthy E3 demo, BioWare’s Star Wars MMO plays like a Knights of the Old Republic sequel. From dialogue to combat, its production values are on par with the developer’s singleplayer efforts–which is saying quite a lot, considering that it’s also planned to be a massive, full-featured online game.Running on live servers back in Austin, The Old Republic already seems like a realized world. In the first segment, BioWare producer Dallas Dickinson ran us through the world of Hutta, beginning the game as the Bounty Hunter class.

BioWare’s target is to make this the first MMO to squarely focus on story, and immediately impressive were the dialogue scenes, the first initiated with an NPC quest-giver. The camera cuts back and forth as characters converse, with a minimal, Mass Effect-style radial menu providing the response options. Every scene in the game is fully voice-acted, and the end result is that the MMO plays more or less like a singleplayer experience.Even more impressive was the addition of a second party member. When talking to NPCs in The Old Republic, the other players in your party will also be participating in the conversation with their own options. So while you might choose one response, the other player will be picking another, and you’ll see your guild-mate interact in the dialogue scene based on his response.

Stepping outside in central Hutta revealed a wonderfully detailed environment, with a very satisfying draw distance. The sense of scale and detail in The Old Republic’s zones and instances can’t be stressed enough. If anything, the environments far outshine the characters themselves, with BioWare’s stylized approach to player design contrasting a bit strangely with the rest of the world.

Our demo drivers then picked a fight with a few locals, revealing a surprisingly engaging combat system. The Bounty Hunter fights from a distance, but can move freely as he fires off his blaster. As enemies shoot back, missing laser blasts whiz overhead, zipping straight into the camera. Every character has a unique close-combat option; as an example, the Bounty Hunter steps up close to douse his enemies with a wrist-mounted flamethrower.

Each class’ abilities reflect its inherent personality traits. For instance, the Smuggler’s character reflects Han Solo’s–he snipes at targets with a pistol, and issues sucker punches and kicks between the legs when up close. In an ambitious twist for an MMO, the Smuggler also makes use of a cover system, which highlights potential hiding places with a circle and a green outline of a man. The Smuggler can take cover behind rocks, trees and other debris, offering him extra protection during long-distance firefights.

As an unsurprising confirmation, the game’s interface is standard MMO fair. There’s the 1-10 action buttons, the minimap, and other smaller buttons, no doubt tied to menus.

But beyond the basics of battles and interface, The Old Republic is carving out its most important–and already potent–niche in its detailed quests. BioWare quickly loaded up another quest scenario, which saw a Sith character heading to a starship, tasked with punishing a captain that disobeyed the orders of a Moff magistrate–an order any aspiring Darth Vader would appreciate.

After fighting your way to the bridge, the game switches into a dramatic dialogue scene. Players have the choice of allowing the captain to live–and gaining light-side points–or killing him off. Our demo theater chose death for the man, and as a result the player gained dark-side points, pushing him closer to evil, and dark-side powers that can only be unlocked as you near the edge.

After killing the man, a nearby ship launched an all-out attack. Through the bridge’s window the player can watch enemy fighters strafing the hull, the general chaos of battle represented in-game. These sorts of high-detail backgrounds are breaking new ground in the MMO genre–but it was the lightsaber combat, nerdily enough, that really captured my attention.

The Jedi combat in The Old Republic is perhaps the most engaging combat I’ve seen in an MMO yet. Showing off moves directly translated from the recently released cinematic, the Sith jumped forward and backward, deflecting laser blasts and blocking melee attacks. Finishing moves and saber flourishes were carried off at a perfect pacing.

The demo culminated in a final battle between our demo operators–playing the Sith and a Bounty Hunter–and an NPC Jedi Knight. The dynamic potential of party combat was highlighted as the duo went to town on the good-guy. At one point the Sith force-choked the Jedi Knight, with the Bounty Hunter stepping up to use his flamethrower on the hovering victim. At the end, the Knight killed, the Sith looted him, took his lightsaber, and equipped it for a dual-saber build.

The take away? A lot of money is being spent on this game, and it shows. And though it may not have the broad fantasy appeal of World of Warcraft, this is the first game that I can see challenging it. It’s hitting a different genre, it’s doing things that Warcraft is not, and it will still have all the MMO conventions–PVP, crafting, guilds and raiding are all planned.

I may not be a fan of the “stylized realism” BioWare is using for character art style, but beyond that, I found very little to criticize in this demonstration, and a great deal to be excited about.

Thanks to Shacknews.com  for this great hands on report!  I don’t know about you guys but the Turtle is about to climb out of his shell for this one! Can’t wait





MMORPG- Star Wars: The Old Republic

3 06 2009

Bioware has released what they are calling HOLONET. An online information portal for all things Star Wars: The Old Republic. Check it out.

http://www.swtor.com/info/holonet





MMORPG – Darkfall update

3 06 2009

Patch Notes June 3


The main focus for this patch were the optimizations. This is the most work we’ve done to date in this area.

Optimizations

  • The audio system has been completely revamped and this will result in significantly higher performance, mostly noticeable during large sieges.
  • A large number of server side optimizations regarding sieges and large battle performance have been applied.
  • Miscellaneous client problems have been addressed

Crafting

New Items added for Skinning:

  • Dragon Bone
  • Ork Darktaint
  • Northman Blood
  • Gold crafting costs for all armor exceeding 25 gold have been reduced
  • Gold crafting costs for all shields exceeding 25 gold have been reduced
  • Gold crafting costs for all weapons exceeding 25 gold have been reduced
  • Gold crafting costs for all bows exceeding 25 gold have been reduced
  • Gold crafting costs for all mage staffs exceeding 25 gold have been reduced
  • Enchanted and transmuted item names in player journal will now be displayed correctly
  • Baneful enchantments can now be used on bows

Visual Updates

  • Player animations updated
  • Visual updates to various Orkish architecture
  • Visual updates to various floating islands
  • Visual updates to various nature elements
  • Visual updates to various bridges
  • Visual update to Ithwen Ruins in Yssam
  • Visual updates to various Goblin architecture
  • Visual update to all Kobolds
  • Visual update to Stone Golems
  • Visual updates to various props

Armor

The following changes only apply to newly crafted armor:

  • Bone Armor: will have increased slashing/bludgeoning/piercing/holy/unholy protection and decreased encumbrance
  • Plate Armor: will have increased durability
  • Full Plate Armor: will have increased durability
  • Infernal Armor: will have increased durability
  • Dragon Armor: will have increased durability

Weapons

  • All transmuted weapons will have increased durability. These changes apply only to newly crafted weapons

Weapon Rank has been corrected for:

  • Feral Edge (now rank 20)
  • Slavemaster (now rank 80)
  • Legbreaker (now rank 40)
  • There are now new Animations for Axe and Club power attacks

All Power attacks now do additional (secondary) damage:

  • Axes/Greataxes: Melee protection debuffing
  • Clubs/Greatclubs: Extra stamina drain
  • Knives: Poison damage
  • Polearms: Intelligence and Dexterity penalty
  • Swords/Greatswords: Bleeding damage

Monsters

Loot from monsters has been updated in these monsters:

  • Bone exarch
  • Elfwraith
  • Gray ork assassin
  • Gray ork chieftain
  • Gray ork warrior
  • Kobold raider
  • Kobold scrapper
  • Kobold scrounger
  • Kobold shaman
  • Kobold strongman
  • Sun exarch
  • Varangian runewielder
  • Varangian skjalgsblood
  • Varangian warthane
  • Fire Dragons

Skills

  • Focus can now be bought from Mages
  • Endurance can now be bought from Fighters
  • Fitness can now be bought from Fighters
  • The skill progression rate for all Magic Schools has been increased
  • The skill progression rate of complementary archery skills have been increased
  • All whirlwind skills allow player movement now
  • Revive is now a proper skill and will skill up with use resulting in increased health of the player you are reviving.
  • Jump has been added to the visual skill tree.
  • Bindstone recall has been added the skill tree. Skills->Magic Skills->Bindstone Recall

User Interface

  • Issue where quest items left over in a player’s backpacks cannot be deleted has been fixed
  • Backpack weight indicator will properly update
  • The quest window has been updated
  • All tooltips have been enhanced with more information
  • Some bugs regarding the hotbar have been fixed
  • Tabs have been added to the Input Bindings window to easier navigate between input options
  • Options to display Ping and FPS are now located in Options->GUI Options
  • Enchantment window has been updated

Corrections

  • Players using the alternative use key to access banks etc. will now lose their invulnerability shield
  • Using of the alternative use key will now follow the same rules as the primary use key
  • All debug yield commands have been removed
  • Jumping and crouching cool down has been slightly increased
  • Journal will now display correct item names
  • Dwarven beard will now have the same color as his hair
  • A successful shield block will now block all effects of the attack
  • The time available to forgive a killer has been increased

Sieges

  • The Challenger in a no asset holding clan vs City Conquest will not be able to use Binstone Recall, Portals or Rune Stones
  • In case of an emergency server shutdown before a siege is over all gold paid as a siege wager by the attacking clan will be returned to the clan.




MMORPG- The Agency revamped site launch

3 06 2009

SOE has retooled The website of their highly anticipated spy themed MMORPG The Agency.

Complete with a new trailer screenshots and wallpaper. Check it out.

http://theagency.station.sony.com/





MMORPG- Stronghold

3 06 2009
Stronghold Kingdoms was officially announced late last week. Since then, WarCry has had a chance to sit down with Firefly’s co-founder and designer Simon Bradbury to find out more about SHK. Find out all that can be told below:

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Please introduce yourselves and give us your game development history.

Simon Bradbury Designer and Co-Founder of Firefly Studios – makers of fine castle games since 1999 (Stronghold Series)

What is the background of “Strongholds Kingdoms”? How long was the idea floating around before development began?

Its an idea we have had in our minds ever since we started making the Stronghold games, we’ve always wanted to make the castles people build mean more than just a one off game – castles have stood for centuries after all – we wanted our digitals ones to last a long time too! We first started dev work on kingdoms back in 2007…any game that has a long play time we figured was going to take us a long time to design and tweak!

How many people are working on development?

About 8 in all, but this will grow as we approach beta

Where are you in the development cycle of Strongholds Kingdoms?

We have just launched a closed alpha of 150 people. Really to test out some ideas and to start to work on the support systems that an online game needs, a good third of the game has yet to be written tho!

Will you have a closed and/or open beta?

Yes – we will have a closed beta – towards the end of the year…

Do you plan any cross-platform development?

Initially we will be concentrating on PC development, but have some other plans. :)

What is the back story for Strongholds Kingdoms?

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The area of the world you are paying in will be geographically correct (Britain for the alpha for example) and the idea is that there is no king, it is a land divided into new and small lords.

As you rise through the ranks – you gain more control and power – maybe becoming the sheriff of a country for example. You join together In factions and houses and as the game moves on your power block will fight to elect the king of there choosing and then to gain overall control of the (game) world… that king could be you!

What historical epoch gave you inspiration for Strongholds Kingdoms?

It will be strictly early medieval with no fantasy elements, that ground is covered in plenty of other games I think!

What ‘real world’ places will players see/visit?

Initially The UK , we then have a range of other countries and regions we wish to cover…

Which of the above is your personal favorite and why?

The UK – because it’s the only one so far. :)

Into what category would you put Strongholds Kingdoms: RPG, RTS, FPS, a combination? Why do you feel that way?

Stronghold Kingdoms is a castle game and a mix of RTS and browser based games such as Tribal wars or Travian.

How is multiplayer incorporated into Strongholds Kingdoms?

Well – there are some PvE elements in the world currently and there will be others, but mainly its one huge PvP environment – I pillage your castle – you siege mine and destroy some buildings… etc etc in a game world with 1000’s of other players the whole thing is one huge multiplayer game.

Is there a single player game? If so, how is it different from the multiplayer game?

Not currently – but Like many ideas, this is something we think about.
Will Strongholds Kingdoms be available as a physical product or as a digital download only? Why was that decision made?

It will come out as a physical product as well as digital. Like any dev team, we need it to be a commercial product and we see no reason to limit its distribution.

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Have you determined what subscription model Strongholds Kingdoms will follow? Will it be a monthly fee, microtransaction or some combination of the two?

We are not announcing that yet!

Does Firefly have any other games in development? If so, can you tell us anything about them? Do you plan to keep the same sort of model for the target audience?

Yes we have another game in development, but you’ll have to wait until we announce it!

Please add any other information that you’d like.

I’d just like to say thanks to the many people that are emailing us asking if they can join the alpha test. We are however now full. Please leave your details on our website, www.fireflyworlds.com and we’ll get back to you in a few months time!

Thank you Warcry for the great interview! As a fan of the Stronghold games I am excited to see how this turns out.





MMORPG- Aion Closed Beta

3 06 2009

It’s almost time to spread your wings and take flight in Aion

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Soon, NCsoft will formally invite select players and members of the press to the Aion beta test to play in the first Aion preview weekend. Players will take their first fledgling steps in a world of unparalleled splendor and intrigue. Choosing between two powerful races and among eight character classes and thousands upon thousands of avatar customization options, players will embark on a journey where they must choose sides in a celestial civil war that threatens to destroy the once-peaceful world of Atreia.

The first Aion beta preview event, which begins after E3 2009, opens June 5, 2009 and runs through June 7, 2009. In this first event, beta testers will play Aion as the Elyos, who occupy the bottom half of Atreia, known as Elysea. Shortly afterward, more players will be invited to join in these beta events, with each event giving players a different taste of the game.

Thanks Warcry.com for the heads up!





MMORPG-Runes of Magic Expansion

3 06 2009

Runes of Magic will see another high-level area added in June 2009. Called “Return of the Ice Dwarf Kingdom”, the area will open up guild castles, elite skills, new pets and several new high-level bosses. Check out the official word below:

Runes of Magic “Return of the Ice Dwarf Kingdom” in the starting blocks

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Extensive update to Version 1.7 expands the game world with new guild buildings

Berlin, 29 May 2009: With the new large Patch 1.7 “Return of the Ice Dwarf Kingdom”, Frogster will soon deliver additional new game contents for Runes of Magic. Among other things, this update enlarges the world of the online role-playing game with new expansion potentials for guild castles. Moreover, the instance “Ruins of the Ice Dwarf Kingdom” is extended by a high-level area with new boss adversaries. The release of “Return of the Ice Dwarf Kingdom” is scheduled for 3 June 2009.

With this update, guilds can, for collected resources, erect special buildings in their castle yard. Step by step, these guilds unlock more and stronger constructions from the technology tree. Thus, the workshop is available only after the erection of a school, and powerful rune towers are available to the guilds only if they have considerably advanced the expansion of their castle. All buildings grant the guild special bonuses, from enhanced riding speed through the potential to mine resources up to powerful defensive works, which are in turn tactical elements in the planned guild vs. guild wars.

Players at level 50 can now plan new trips to the “Ruins of the Ice Dwarf Kingdom” again. So far, the dungeon was conceived for adventurers at levels 35 to 40, but this update extends it by a completely newly designed area for high-level groups with new bosses and, of course, new rewards.

Furthermore, the content patch introduces Elite skills for the levels 40 and 45. Pet collectors can rejoice – permanent pets will become available with the update.





MMORPG- Heroes of Telara Website goes live

3 06 2009

http://www.heroesoftelara.com/

As I promised a couple of days ago as more information was released I would release it to you. Here you go!

The site features their E3 trailer and screenshots from the game. I have to say the screens look really good.





MMORPG- Star Wars Galaxies

3 06 2009

Star Wars Galaxies has released the update 10 patch notes detailing their additions and fixes to their MMORPG.


Star Wars Galaxies: Game Update 10
Publish Notes, June 2, 2009

Highlights

  • Introducing Battlefields to Star Wars Galaxies: There are four new PvP regions added to the game. Each is a battlefield complete with its own objectives. To play on one of the battlefields you simply need to use the /battlefield slash command.
  • New Rename Command: A /rename command has been added to allow you to rename your character. A character must be at least 90 days old before he/she can be renamed. There is a 90 days wait before the character can be renamed again. Run the /rename command and follow the on screen instructions.
  • Community Requests: Introducing “Shared No-Trade”! This new feature allows for a no-trade item to be shared with other characters of the same account. Many no-trade items have already been converted to this new feature.

PvP

  • Introducing Battlefields to Star Wars Galaxies!
    • There are four new PvP regions added to the game. Each is a battlefield complete with its own objectives. To play on one of the battlefields you simply need to use the /battlefield slash command.
    • This will bring up a user interface allowing you to view battlefield status or to queue up for one.
    • Players can queue up as a group; the group leader does this, or can queue individually. Groups are chosen at a higher priority than singles. Singles will be used to fill empty places in the battlefield teams.
    • Once a battlefield has enough members ready to participate, a gunship will arrive to take you to the battle!
  • Players have to be members of the Rebel or Imperial army, to join a battlefield. Each faction (team) can have up to 16 players, with a minimum of 4, on the battlefield at a time.
  • Participating in a Battlefield will award the player Battlefield tokens. You get 5 for winning, 3 for a tie, and 2 for losing. You can then spend these tokens at your factions vendor:
    • Imperials: Speak to Staff Sergeant Rothax in Talus’ Imperial Outpost
    • Rebels: Speak to Staff Sergeant Levardio in Rori’s Rebel Military Outpost
    • These Staff Sergeants will sell you all new weapons and armor.
  • Buffs that are normally removed during death, now simply lose 10% of their total duration from their remaining duration if the death was PvP related.
  • Covert opposite faction players that are dueling will now correctly death blow incapacitated players.
  • Attacking an incapacitated player in a guild war will now deliver a death blow.

Battlefields

  • Battlefield 1 is named “Massassi Isle” and its objectives are to destroy your enemy command terminals while defending your command terminals.
  • Battlefield 2 is named “Jungle Warfare” and its objectives are to destroy/defend command terminals, while a central command terminal can be captured repeatedly.
  • Battlefield 3 is named “Bunker Assault” and its sole terminal objective is in one base, which allows for frantic and fast paced combat.
  • Battlefield 4 is named “Data Runner” and its objective is to get vital data to a communication tower or prevent data from getting to a communication tower.
  • Battlefield score board shows the player’s faction, kills, assists, captures, deaths, damage, and healing for improved detail in exported lists.
  • Players in groups should automatically leave their group, when joining a battlefield. A two minute setup time is available to re-group before a battle begins.
  • Logging out removes you from the battlefield queue, if you are in the queue.
  • When requesting to be queued into a battlefield, a message is displayed stating that you are attempting to join.
  • Lopsided teams will be balanced by placing the extra players back to the top of the queue.
  • A warning that you are being sent to a battlefield is displayed.
  • Terminal labels show up on the overhead map and are colorized based on who controls them.
  • Battlefield invitations time out after 30 seconds, to allow for faster back-filling of rejected invitations.
  • Waypoints to objectives are purple and are displayed when an objective is in danger.
  • GCW diminishing returns are now a flat 10% per deathblow up to 50% maximum penalty.

Game Play

  • A /rename command has been added to allow you to rename your character. A character must be at least 90 days old before he/she can be renamed. There is a 90 days wait before the character can be renamed again. Run the /rename command and follow the on screen instructions.

Community Requests

  • Introducing “Shared No-Trade”! This new feature allows for a no-trade item to be shared with other characters of the same account. Many no-trade items have already been converted to this new feature.

User Interface

  • Build-A-Buff now displays the recipient’s name while you are building the buff.
  • The Emperor has begun cracking down on illegal enhancement shops! All Entertainers must now register their enhancement packages with the Empire. This step is done for you automatically but requires a small amount of participation from the Entertainer applying the enhancement.
  • Build-a-Buff window now supports Double-Clicking to add/remove buffs to or from a buff package.

NPC

  • NPC’s spamming a response to clicking on them repeatedly has been fixed.

Spy

  • Due to some of the changes to your expertise, you have had your expertise’s reset upon logging in.
  • When Without a Trace expires, it will now go into smoke bomb stealth.
  • Fixed issue with razor cat heroic jewelry set bonus using diminishing returns.
  • Protective armor expertise now also protects energy.
  • Balanced armor now requires you to purchase all 4 points in Protective armor.
  • Opportunity now increase crit chance by 2% per point.
  • Jagged Edge now only gives 5% damage increase per point.
  • Reduced how often assassins mark procs.
  • Fixed Cooldown firing when you attempt to go into sneak while in diversion (from decoy.)
  • Without a Trace is now tied to Smoke Bomb.
    • This means that if you have WaT, when you use Smoke Bomb, it will automatically call WaT.
    • The WaT command has been removed
  • Covert Mastery has now been tied to Without a Trace.
      This means your DoTs will only clear when you use WaT (now tied to Smoke Bomb.)
  • There is now a five second recourse debuff on spies who attack from stealth.
    • This means if you attack from stealth, you have to wait 5 seconds before you can go invisible again.
    • Without a Trace will still put you in stealth.

Beast Master

  • Fixed issue with Beast Supplement E listing Condor Dragons, when really F is for them.

Storyteller

  • Droid 8T88 and Mustafarian Costumes are now available for purchase from the storyteller vendor.
  • Costumes you already know will be marked as such in the vendor list of a storyteller vendor. Note that you will have to refresh the window if you learn a costume while it is open.
  • When you examine Costume Instructions, it will show whether or not you already know that costume.
  • Costume instructions purchased from a storyteller vendor are no longer No Trade.
  • You may now specify how many holoshrouds you would like to purchase instead of having to purchase them one at a time.
  • Fixed some issues where special effects were visible to players who were not part of that storyteller’s story.
  • Storyteller prop “Supply Palette 01″ can now be properly deployed.
  • You may not use a costume while a Force Ghost.

Smugglers

  • The expertise “Quick Fix” has been disconnected from the Lucky line of expertise, due to it being an unrelated expertise for that tree.

Medic

  • Reduced Serotonin Boost and Cure Afflictions Action cost by roughly 25%.

GCW

  • GCW points have a bonus inside of battlefields of 50% and GCW points are distributed normally outside of battlefields.
  • GCW Decay has been reduced by roughly 20%.
    • Amount to offset Decay is now:
      • Lieutenant approximately 6000
      • Captain approximately 6500
      • Major approximately 7200
      • Lieutenant colonel/commander 8200
      • Colonel approximately 9600
      • General approximately 12000

CTS

  • Characters on free CTS source galaxies that do not qualify for free CTS are now available for paid CTS from the CTS web page.

Content

  • Speak with Hraykken Bender, one of the Leaders of the Meatlumps gang, at the Meatlump Hideout in Coronet to start a new set of quests that make a start at continuing the Legacy quest line. Keep an eye out for some familiar faces along the way!
    • New Level Content in the 62-65 level range.
    • If you haven’t yet gained access to the Meatlump Hideout, look for some Meatlump Stooges in Coronet to get started.

City House Packup

  • Overview
    • If your character owns a structure inside of a Player City, you are now required to log in with that character at least 1 time in a 90 day period. Both Citizens and Non-Citizens are affected by this rule. Failure to log in over a 90 day period will result in:
      • Your structure being flagged for packup (Zoning Violation)
      • Your character being removed as a Citizen of that Player City (if you were a Citizen)
  • Safe House System
    • We understand that there may be circumstances that prevent a character from logging in within a 90 day period due to real life situations; such as Military Deployment. In order to assist these structure owners and their community, Mayors have been given the ability to ‘protect’ a limited number of their Citizens if needed. The following is a rundown of how the ‘Safe House’ system works:
      • Mayors can access the Safe House options via the City Terminal.
      • Mayors can only protect Citizens. Non-Citizens can not be protected.
      • A Mayor can protect up to 20% of the required citizens for the City’s current level.
        • Level 1 City can protect 1 Citizen.
        • Level 2 City can protect 2 Citizens.
        • Level 3 City can protect 3 Citizens.
        • Level 4 City can protect 6 Citizens.
        • Level 5 City can protect 8 Citizens.
    • Only structures inside of the City Limits can be protected. Structures outside of the city are not affected by this system. Structures inside of a different City will be flagged for packup if they qualify.
  • Citizens that are ‘protected’ will receive the following benefits:
    • Protected Citizens will remain Citizens while they are protected.
    • Protected Citizens’ structures, if inside of the City offering protection, will not be flagged for packup (Zoning Violation).
  • Down-Ranking/De-Ranking Cities
    • If a Player City down-ranks and exceeds its ‘Safe House’ maximum limit, the Mayor will have 4 days to correct the discrepancy. After 4 days, any Safe House overages will be automatically corrected by the Safe House system. If a Safe House is removed due to an overage, the Citizen that has logged in most-recently will be removed – this will continue until the Player City Safe House count is within the limits of the system.
  • Packup Requirements
    • The following criteria must be met at the time of packup in order for the system to successfully pack up a structure that is flagged as a ‘Zoning Violation’:
      • The Player City must be at least 3 weeks old in order for structures to be flagged for inactivity.
      • The owner must be offline for 90+ days.
      • The structure must be inside of a Player City at the time of packup.
      • The structure can not be protected by the Mayor at the time of packup.
  • Note: This system is separate from the original House Packup System. There are no rewards for packing up houses under the City House Packup System.

Bug Fixes

  • Fixed abilities that determine action costs based on percentage, rather than flat amounts, not taking the general action cost reduction modifier into account when charging action. This affects the following abilities:
    • Medic:
      • Bacta Corruption
      • Blood Cleansers
      • Cure Affliction
      • Electrolyte Drain
      • Rheumatic Calamity
      • Revive Player
      • Area Revive
      • Resuscitate Player
      • PVP Area Revive
      • PVP Resuscitate Player
      • Serotonin Boost
      • Serotonin Purge
      • Thyroid Rupture
  • Spy:
    • Smoke Bomb
  • Entertainer:
    • Void Dance
    • Unhealthy Comfort
  • Beast Master:
    • Heal Beast (Mark 1)
    • Heal Beast (Mark 2)
    • Heal Beast (Mark 3)
    • Revive Beast
  • POB Ships once again have a Permissions option when accessing the Ship Permissions Terminal.
  • Beast Encoder: Fixed an issue that could cause a beast encoder on a POB ship to stop working.
    • NEW: A Beast Encoder in your structure or POB ship will always offer the option to reclaim any pets stored within it even when the device might otherwise be inactive or not working.
    • NEW: In the event that a beast encoder stops working for whatever reason, you will have the option to reboot the device in an attempt to re-activate it. Rebooting the device will not harm any beasts stored within it.
  • Fixed an issue that caused various spawners stop spawning mobs.
  • Various ‘instant respawn’ locations have been given a delay before they will respawn mobs.
  • Vendors in a structure that is re-deeded or destroyed will now move to their owners Datapad.





MMORPG- LOTRO interview

3 06 2009

Interview with Turbine’s Craig Alexander

Carolyn Koh recently had the opportunity to chat with Craig Alexander, VP of Product Development at Turbine, about the current and future happenings in Lord of the Rings Online.

I was curious to know what challenges Turbine had faced in transforming Tolkien’s famous work into an MMORPG and what else players had to expect in future expansions and had the ability to speak to Craig Alexander, Turbine’s VP of Product Development and Meghan Rodberg, Senior Manager of Online Community Relations at the recent LOGIN Conference in Seattle.

Currently, the Mines of Moria are open for players. The storyline is set in Moria itself, and at this point in time, the narration has changed from Gandalf to Galadriel as the Fellowship has already passed through Moria and Gandalf is presumed lost. The chronology however, is not the same for all players as the game makes use of instances to advance the epic storyline.

“The nice thing about MMOs is that we can go back and change things as the story moves forward,” said Meghan, referring to how for players that have advanced through the storyline no longer see members of the Fellowship wandering around in the public landscape. They still can be found by new players playing through the beginning story, but the quest now takes them into an instanced area.

The game also employs what they call session play. Players can actually see events that lead up to the current storyline, sometimes briefly seeing events unfold through the eyes of one of the lead characters and playing the story through in their shoes.

“Tolkien described some characters and areas in great depth and detail,” said Meghan, “and yet left others such as the nameless ones untouched. Which allowed us free reign to make them what we wished, within the context of the Middle-Earth.”

“Gameplay is paramount,” said Craig, “and really, it was actually easier in a way, than having to craft an original IP. Our storyline is laid out for us.”

“Mines of Moria is the natural second step for us in the storyline,” said Meghan, “a continuation of where Shadows of Angmar left off, and the next chapters will bring this storyline right up to and prepare us for Tolkien’s second book, The Two Towers.”

“How did the players and Tolkien purists accept magic users?” I asked, referring to one of the new classes introduced in Mines of Moria, the Runekeepers.

“Our magic users aren’t just mage or wizard lookalikes. Their magic hearkens back to ancient magic. The use of runes and the magic of the earth, and that’s very much in keeping to the Medieval European setting that Tolkien based Lord of the Rings on,” said Meghan.

Craig was more than pleased to talk about what was to come.

“Now that the Misty Mountains has been penetrated, we have the entire East area to play with and you can expect to see new lands open up for exploration regularly as we move the storyline forward.”

Essentially, players wanting to know what are to come simply have to read or re-read Tolkien. Yes, Gollum gets into the game. Yes, along the way, Boromir dies. Yes, Gandalf returns as Gandalf the White (He dinged! Yes, he did!) No, players will not be able to have flying mounts. The eagles helped Gandalf. No one else. Period. Yes, the goats in Moria were a way to have mounts within the mines.

Game experience and feature wise, Turbine has moved the entire game to DX10, utilizing and taking advantage of the advanced graphic features. The game has also moved to be more solo-friendly and more small fellowship quests have been introduced. The Reflecting Pools or Shrine System allows players to replay Epic story line instances that have been complete. The newbie experience was revamped in Book Seven and Book Eight, to be released in June will bring 12 man raids deep in the Mines of Moria.

“There’s also the Summer Festival and more dance emotes for players to discover,” said Craig.

“Dance emotes?” I asked.

“Oh yes! There’s more than just one or two dance emotes. The most expensive item I found in the Auction House recently was a dance move! You can do more than just slash dance.

Players, it seems, have been cagey about the new moves they’ve learned and not sharing freely. I wanted to know if humor and pop culture references were planned. “Well, some of them are,” said Meghan, “but we are careful not to over do it. Some players love playing the Moore Cowbell, you know? From Saturday Night Life? Some players absolutely hate that animation.”

“Easter eggs are often snuck in by a programmer and some of them are marvelous, but then again there are those that we or players find and we go OMG! And remove with extreme prejudice.” Laughed Craig, “But we did put in Orcs in Moria that call out Fellowship maneuvers and screw them all up.”

Two new classes were introduced in Mines of Moria and I asked if more were planned.

“New classes are a good thing.” Craig said solemnly.

“So, there are more to come?” I asked.

“Well, you know, we have the rights out to 2017 right now, and the second book comes next, not to mention that rights can be extended. As new areas, new lands, new cities are discovered by the players in game, what’s to say that the next city won’t have a specialist class as yet to be encountered? There’s Rohan… Helms Deep… and countless other places East of the Misty Mountains,” said Craig.

“We have areas described and areas mentioned but not fleshed out by Tolkien to play with and you may expect that we will do everything we can to keep it fun and yet in keeping with the consistent with Tolkien’s original work.”

Craig spoke of game design in LotRO as a marathon and not a sprint. LotRO’s strengths are its conformation to Tolkien’s storyline and the keeping of game play to its lore, as evidenced by many glowing reviews of the same. The game play that is criticized is its PvP which is currently created in instanced areas allowing players to do “Creep” or Monster play, which is playing what are essentially the evil creatures, such as spiders, Wargs and Orcs.

“Some players simply love playing as a Creep.” Said Meghan, “Once they got to level then and started Monster play, they never went back.”

Will Turbine be expanding Monster Play then? Perhaps the battle for Helms Deep will allow for legions of Uruk-Hai and Human Dunlending players? Both Craig and Meghan were mum about that, but in the Marathon of game design that is Lord of the Rings Online, perhaps we shall see that in expansion three or four? RvR fans can hope.

thanks to mmorpg.com for the interview!