Extracting Rage
Posted by evebloggers.com [HTML][XML][PERM][FULL] on 7 February 2016, 3:51 pm
Pay-To-Win has always been a very sensitive subject among the EVE player community. CCP created a game which did not require any grind to acquire experience points, but at the same time, to grow in … [visit site to read more]


Elder Scrolls Online reveals the truth behind Prince Hubalajad
Posted by Massively Overpowered [HTML][XML][PERM][FULL] on 7 February 2016, 4:00 pm
“Was Prince Hubalajad as foolish and stubborn as tales make us believe? Why would he build Abah’s Landing in a place as unwelcoming as Hew’s Bane and continue to invest in it regardless of all drawbacks?” I have always wondered the answers to those questions, in addition to a few more such as “Who is Prince Hubalawhatzit?” and “Does one [...]


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Hi-Rez’s developer pin-up calendar spoof raises cash for charity
Posted by Massively Overpowered [HTML][XML][PERM][FULL] on 7 February 2016, 5:00 pm
Almost two years ago, SMITE developer Hi-Rez Studios ran stream of its developers doing crazy stuff, like eating peppers and shaving their heads, in order to raise money for the American Red Cross. They raised $24,000 and vowed to produce a calendar based on the “Boys of Hi-Rez.” As of this week, it’s finally ready, and the physical calendar can be [...]


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……………………………
Posted by [HTML][XML][PERM][FULL] on 7 February 2016, 5:07 pm
lol, came out pretty cute. Will need to make some glasses and try out different faces. #toys @MabiOfficial https://t.co/vNjNYC8tSq


How Diablo III’s set dungeons are built
Posted by Massively Overpowered [HTML][XML][PERM][FULL] on 7 February 2016, 3:00 pm
There’s a new kind of challenge in Diablo III with the advent of Set Dungeons, specific challenges with pre-determined sets. The latest entry on the official site explains how these set dungeons came to be, with the overall design intent being similar to the goal behind the game’s season progression: a new way to play and experience the game for players [...]


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YC118.05 – Staub zu Staub
Posted by evebloggers.com [HTML][XML][PERM][FULL] on 7 February 2016, 2:12 pm
In einem Forumbeitrag hat CCP diese Woche bekannt gegeben, dass Dust 514 am 30. Mai abgeschaltet wird. Damit verschwindet, nach nur drei Jahren, leider ein Teil des EVE-Universums und auch ein Teil der EVE-Community. Im Moment lese ich


Honest Game Trailers – Fallout 4
Posted by evebloggers.com [HTML][XML][PERM][FULL] on 7 February 2016, 2:15 pm
Because SynCaine isn’t watching the Super Bowl today due to the Pats getting eliminated.  


WildStar shines the spotlight on queens and battle priests
Posted by Massively Overpowered [HTML][XML][PERM][FULL] on 7 February 2016, 1:00 pm
The one perk of becoming a famous leader is that you’ll know that schoolkids some day will have to do reports on you. Wouldn’t you like your life to be someone else’s homework? In any case, if you’re ever asked by the coolest teacher ever to dive into WildStar’s factional leaders and write up pieces on them, then your first stop [...]


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Today’s World of Warships Super Bowl XP promo begins at 6:30 p.m. EST
Posted by Massively Overpowered [HTML][XML][PERM][FULL] on 7 February 2016, 2:00 pm
If you’re more a warships person than a football person — or maybe just a football-and-warships person — then today’s World of Warships promotion is for you. “Can’t take the chattering between plays, during commercials, or at half-time? Spend that time earning x3 XP! A certain musk is in the air around this time every year — the combined smell [...]


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Teleport into multiplayer Portal Knights this month
Posted by Massively Overpowered [HTML][XML][PERM][FULL] on 7 February 2016, 11:00 am
If you’ve been keeping your eyes peeled for more sandboxes and you don’t really care how massive they are, there’s a new one on the horizon that might be worth a peek. Portal Knights, which joins the ranks of Steam Early Access on February 25th, offers many of those elements that sandbox fans crave: crafting, building (and decorating) houses, harvesting, [...]


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The MOP Up: RuneScape’s TCG wraps up closed beta (February 7, 2016)
Posted by Massively Overpowered [HTML][XML][PERM][FULL] on 7 February 2016, 12:00 pm
The MMO industry moves along at the speed of information, and sometimes we’re deluged with so much news here at Massively Overpowered that some of it gets backlogged. That’s why there’s The MOP Up: a weekly compilation of smaller MMO stories and videos that you won’t want to miss. Seen any good MMO news? Hit us up through our tips line! [...]


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Final Fantasy Explorers Impressions
Posted by A Green Mushroom [HTML][XML][PERM][FULL] on 7 February 2016, 12:34 pm

Over the past couple days I've gotten to start digging into Final Fantasy Explorers.  It's a Final Fantasy spin-off game for the 3DS.

It's basically Monster Hunter by way of Final Fantasy.

After somewhere in the 6 to 8 hour range with the game I'm feeling very "meh" towards it.  I love the premise, getting to use Final Fantasy classes against monsters in the world.  But the game itself feels slow and directionless.

It has really bad messaging to player.  It's hard to know what to focus on or what to do to improve your character.  There's also almost no story, which is typically something that keeps me invested in Final Fantasy games.

I've finding Explorers less fun than I hoped it would be.  But it's not a straight up bad game.  There can be moments of fun against enemies or fighting giant eidolons out of the Final Fantasy lexicon like Ifrit and Shiva.

I think I'm going to put this one on the backburner.  It might be better suited as a game to play while doing something else, like watching TV or listening to podcasts.  Honestly, I'll probably pick it up next time I have to do air travel.  That always seems like a good time to dig back into 3DS games that I've moved on from.

I'm also going to wait and see if the community puts together good resources for this game.  I feel like if I understood how to progress my character better and had a clear goal to work for I would be having so much more fun with this game.



Final Fantasy Project Article List




A veces EVE te da regalos 2: La Revancha
Posted by evebloggers.com [HTML][XML][PERM][FULL] on 7 February 2016, 9:50 am
Como recordaran queridos lectores, el año pasado había recibido un oportuno regalito por parte del EVE. Aparentemente el sido tan buen piloto, que nuevamente el EVE me da el mismo regalillo. Que buen juego, no?La cosa viene así,


One Shots: On a highway to Hell
Posted by Massively Overpowered [HTML][XML][PERM][FULL] on 7 February 2016, 10:00 am
The Secret World has needed awesome mounts since, oh, day one, and it does my heart good to see players rumble about on hogs, hoverboards, and scooters. Now where’s my Evil Dead Deathmobile already? Reader Dajhryne had some serious fun setting up rebellious pictures that included his new ride. “Here’s my Geist Rider motorcycle, outfit, and pet from last year’s Halloween event,” [...]


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The Daily Grind: Are you reluctant to test MMOs you’re excited to play?
Posted by Massively Overpowered [HTML][XML][PERM][FULL] on 7 February 2016, 8:00 am
Am I excited, with some reservations, about World of Warcraft‘s next expansion? You bet. Am I happy to be involved with the testing? Yes. And also no, because I don’t want to be bored with the expansion before it’s actually out. The last thing I want is to go ahead and go whole hog on a title when I know [...]


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SCASSSS - Selfie
Posted by evebloggers.com [HTML][XML][PERM][FULL] on 7 February 2016, 6:57 am
My TZ can be pants. A round trip of 12 jumps and nothing to show for it other than a screenshot!


Losing in games
Posted by Tobold's Blog [HTML][XML][PERM][FULL] on 7 February 2016, 7:50 am
I'm playing the just released XCOM 2 this weekend, and that made me think about the game mechanics of losing. To some degree that is an underdeveloped part of game design; there are about a million different rewards games hand out for winning, but only a single consequence for losing: You are forced to play some part of the game that you already did again. Losing is an essential part of games, as it increases the interest of winning. But there are a lot of things that can go wrong with loss conditions in games, and the XCOM series of games does have some examples of them.

One rather fundamental requirement for a good loss condition is that the game accurately tells you *that* you lost, and preferably gives you some information of *why* you lost. Games with a long campaign of many battles like XCOM or Heroes of Might & Magic even manage to fail the former sometimes: Either a decision you made that leads to inevitable doom will not give you any feedback at all, or worse you win a Pyrrhic victory and the game tells you that you won, while in reality you just sealed your loss.

One eternal problem with losing is how much it depends on randomness. I do think that randomness has its place in these games, and XCOM does it well by telling you exactly what your chances are for a shot. But an 80% chance isn't the same as certainty, and losing a soldier because you missed a shot with 80% chance can feel somewhat frustrating. But I do think that is more a problem of players not being good at risk assessment, and it gets better with practice.

If losing means having to replay part of the game, the obvious question is how much of the game. Console games frequently have "save points" visible or implicit, and a loss sends you back to the start of the level. As long as the level isn't too long, and you don't need to replay it 20 times before getting some jump pixel-perfect, that works quite well as a consequence of loss. Games like XCOM have loss consequences that are somewhat less transparent: If you lose a soldier, you need to recruit a rookie and train him back to that level. As the game doesn't necessarily give you the time to do that, you might actually lose the game while replenishing your losses, and then the penalty becomes a much harsher one of having to start the game over from the very beginning.

In many situations in XCOM, if you are reasonably clever you will know why a soldier of yours just died. He moved forward to quickly or otherwise exposed himself unwisely, most of the time. But there are situations where your soldier died because you come for the first time in contact with a new element or scripted part of the game. Traps you can easily circumvent the second time you meet them, but that are quite deadly the first time you see them, are rather bad loss conditions. They make people look up solutions on the internet instead of having fun trying things out. In a tactical game like XCOM you can learn a lot of general tactics by trying out, for example how close together you should keep your soldiers, or how fast they should advance. If that trial and error results in a minor wound, you learned your lesson. If it is insta-death and the error wasn't even obvious, that only gets frustrating.

The weirdest thing about XCOM and many other PC games is that you can frequently choose the consequence of losing. You aren't forced to accept the loss consequence the game just handed to you, but can opt for a different one instead by simply reloading a saved game from minutes ago. That leads to some perfectionists saving before every action and only accepting perfect outcomes, using the load function every time something didn't work perfectly. In some game the random number generator even gives different outcomes every time you reload, so you can reload until every attack is a perfect hit. Unlimited save options thus can completely negate the designed loss consequences, and make a game rather boring. XCOM fortunately has the ironman option to disable saving and reloading. I once recommended playing XCOM games on easy plus ironman, and I still think that is a good option to learn about consequences in the game. But the option most veterans will be use is an intelligent management of save game files to suit loss consequences to your personal preferences.
Tobold's Blog



Slowly Working Through Tokyo in TSW
Posted by Doc's MMO Journey [HTML][XML][PERM][FULL] on 7 February 2016, 12:31 am

My last adventures through Tokyo in TSW highlighted the fact that I needed some work on my Aegis items in order to progress.  I was originally thinking I might be able to focus on the story missions and not have to do too much outside of that if I didn’t want to – but that … Continue reading Slowly Working Through Tokyo in TSW

The post Slowly Working Through Tokyo in TSW appeared first on Doc's MMO Journey.




Eve Prosper Interview with Caleb Ayrania
Posted by evebloggers.com [HTML][XML][PERM][FULL] on 6 February 2016, 10:32 pm
The Eve Prosper Market Reviews are great to listen to.  I highly recommend these as standard weekly events for all market players in Eve.The producer, Lockefox, has also started a series interviewing the players who operate businesses


Casual Citizen Episode 6 - Search and Rescue
Posted by Home of my personas Saylah and Alysianah [HTML][XML][PERM][FULL] on 6 February 2016, 10:24 pm
Welcome to episode 6 of Casual Citizen. An on-going series about the upcoming first person MMO, Star Citizen by Cloud Imperium Games. I’m your host, Alysianah from the Mystic World Gaming Blog. This week’s topic will discuss one of the announced player professions, Search and Rescue. I hope you enjoy.


Indy contributor: January report
Posted by evebloggers.com [HTML][XML][PERM][FULL] on 6 February 2016, 9:29 pm
 My initial investigation into sisters probing devices yielded good profit - sisters expanded probe launcher with full availability of sisters probes. My hub supplies about half of these modules and the other half needs to be filled. Once when this


Make My MMO: Divergence’s drama (February 6, 2016)
Posted by Massively Overpowered [HTML][XML][PERM][FULL] on 6 February 2016, 8:00 pm
This week in MMO crowdfunding news, the Divergence Online drama came to a close, as DMCA claims against the developer were dropped early and the game fully returned to Steam. We also saw The Repopulation switch engines, Elite: Dangerous tweak its business model, and LuckCatchers fall under our radar as an early access title on Steam. Read on for more on what’s up [...]


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Revival puts the finishing touches on renovation kits
Posted by Massively Overpowered [HTML][XML][PERM][FULL] on 6 February 2016, 5:00 pm
Soon Revival players will have more toys with which to play in their houses, as renovation kits are almost here. “We spent the week testing renovation kits,” IllFonic promised. “There is still one outstanding issue related to ‘physicalizing’ items in renovation kit rooms, but this is literally the only thing on the table as we push to get them out [...]


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EverQuest fixing aggro issues, adjusting progression server XP flow
Posted by Massively Overpowered [HTML][XML][PERM][FULL] on 6 February 2016, 6:00 pm
Taunting may not be the sexiest feature of an MMO, but for tanks it’s as vital an issue as they come. Happily for those on the front lines in EverQuest, the devs are planning on buffing and fixing taunts and other related systems with this month’s patch. “We looked into the success rate of the taunt skill and decided this [...]


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Khanid: What A Time To Be Alive
Posted by evebloggers.com [HTML][XML][PERM][FULL] on 6 February 2016, 2:41 pm
Meanwhile, back in Khanid, the political situation in the separate universe of the empyreans has changed totally since the last time I reported on it. Where once it was MORTR and DRWIN and the Khanid Coalition against enemies that I can't even remember,


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