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Mabinogi : GDC Screenshots and Video

Posted Feb 25, 2008 by Jon Wood

MMORPG.com visited with the folks from Nexon at this year's Game Developer's COnference. There, they provided us with these seven new screenshots from their upcoming MMORPG Mabinogi.

 

Mabinogi Mabinogi Video
While at GDC, the team from MMORPG.com picked up with video from Nexon's Mabinogi

Check out all seven here.

General : GDC Talk With the Turbine Team

Posted Feb 25, 2008 by Jon Wood

While at the Game Developer's Conference, the team from Turbine sat down to talk with the team from MMORPG.com about the company and the games that they make.

While at the Game Developer’s conference in San Francisco, the MMORPG.com team had the opportunity to sit down with the folks from Turbine to talk about the company as a whole and even a little bit about the game. Joining us there were: Craig Alexander, the Vice President of Product Development for the company, along with Jeffrey Steefel Lord of the Rings Online’s Producer and Adam Mersky, the Director of Public Relations.

We began by talking to Craig about Turbine as a whole. He told us that the plan for Turbine and its games is evolutionary as they continue to build on what’s already in place to grow both the business and the games that Turbine produces.

These days, we were told, there are really four themes that Turbine follows:

Going Global – While many of us here in North America tend to look at the games industry from the perspective of the western market, Turbine is looking beyond that. The launch of Lord of the Rings Online in China and Korea are playing a large role in the company’s expansion.

Read it all here.

D&D Online : GDC Interview with Kate Paiz

Posted Feb 25, 2008 by Jon Wood

While at GDC, Larua Genender had the opportunity to sit down with Kate Paiz, the Senior Producer on Turbine's Dungeons and Dragons Online: Stormreach.

On February 28th, this upcoming Thursday, Turbine and thousands of DDO players celebrate the two year anniversary of Dungeons & Dragons Online. This past Thursday at the Game Developer’s Conference I had a chance to talk with Kate Paiz, Senior Producer of DDO. Not only did I get the dirt on the upcoming update 7, but we discussed the events planned to celebrate the game’s birthday.

First up in the line of birthday presents is a “price and lock” – users can purchase a 6 month subscription at the price of $9.99 per month, a total price of $59.94. This is almost $18 less than the normal monthly fee! This offer is available to past, present, and future subscribers, as long as they purchase during the anniversary celebration.

Read the whole article here.

Tales of Pirates : Get a Free Novice Prize Package!

Posted Feb 24, 2008 by Craig McGregor

MMORPG.com is very pleased to present you a special offer for our members which is brought to you by IGG. We have been given 5,000 special keys to issue that will allow you to claim a free prize for Tales of Pirates known as the "Novice Package"! All you need to get this special key is your free MMORPG.com account!

To claim your prize for Tales of Pirates just CLICK THIS LINK!

Pirates of the Burning Sea : Australian Ambassador Program

Posted Feb 22, 2008 by Keith Cross

Flying Lab has announced the Australian Ambassador program, which provides Australian players the chance to play Pirates of the burning Sea free for a year.

I’m excited to announce a pretty amazing program designed for our Australian community members: the Australian Ambassador program!

This is an unprecedented opportunity for current Pirates of the Burning Sea customers residing in Australia to apply for a chance play our game for free for one whole year!

That’s right, one entire year of Pirates of the Burning Sea for free, and all you have to do is apply!

For more specific information and your chance to apply, click this link!

Read more here.

General : The Future of MMOs: The IP Question

Posted Feb 22, 2008 by Jon Wood

While at the Game Developer's Conference, Jon Wood moderated a panel called "The Future of MMOs" populated by some of the biggest names in the MMO industry. Today, he presents his impressions of the panel's answer to the question of whether or not future MMOs will require companies to use outside IPs.

On Thursday, the fourth day of the 2008 Game Developer’s Conference, I was given the opportunity to moderate a panel called "The Future of MMOs". Over the next few days, I plan to investigate each of the four questions thoroughly, giving my impressions of the responses and the ideas behind the original question.

The panel was made up of some of the biggest names in the MMO industry: Jack Emmert from Cryptic Studios, Matt Miller from NCsoft, Ray Muzyka of Bioware, Min Kim of Nexon and Rob Pardo of Blizzard. My job as the moderator was to run the conversation, and to ask questions of the panel that would not only reflect the topic, but that would also appeal to an audience full of game developers. At first glance, you might say that this isn't really that much of a departure from what I do every day; ask questions of game developers about what they're doing. The catch here is that I'm used to asking questions from the perspective of a fan, and for a player audience. It isn't quite so easy to come up with questions to ask developers for a developer audience. How do you decide what's important enough to spend time on when you are limited to one hour with a panel as strong as the one that sat on The Future of MMOs.

Read the whole article here.

Stargate Worlds : Exclusive New Stargate Concept Art

Posted Feb 22, 2008 by Keith Cross

At this years Game Developers Conference, we were able to get some time with Kevin Balentine of Cheyenne Mountain Entertainment to show us the latest progress in Stargate Worlds. Today we share with you the exclusive concept art they gave us.

 

 

Read more here.

Tabula Rasa : Feedback Friday

Posted Feb 22, 2008 by Keith Cross

The regular Feedback Friday feature on the Tabula Rasa community site has returned with a detailed look at upcoming changes to PvP in RGTR.

The PvP Development Team has come across a lot of good feedback from players on the community forums regarding PvP and improvements they’d like to see. I just wanted to give a quick update to let players know that we are listening and we’re currently hard at work on a number of changes and additions to further refine the PvP experience. Our team currently focuses its time on two areas of PvP:

  • Expanding and refining current systems that are in place
  • Adding new gameplay opportunities that tie into the core PvP gameplay

We all feel that there are a lot of opportunities for enhancing PvP with the core systems that are already in place. I wanted to take this opportunity to provide a sneak peek at some of the changes we have in the pipeline as well as what the long term plans are for the PvP team. As is the case with such a large aspect of the game, many of these are in various stages of development and are still being refined as we balance these systems with one another. Here are some of the things in development:

Clan Improvements - We are looking at ways to further promote participation in clans and improve the current functionality for members. Things to expect with future updates include:
  • Clan Joining Revamp – The current clan system has a global timer that works independent of the type of clan you’re involved with. The 7 day limitation imposed on players once they leave a clan will still apply to PvP clans, however, PvE clans will have this timer removed. While players will still be limited to one PvP clan per account that their characters can join, players will no longer be restricted to one PvE clan per account and will be able to participate in different one for each character (provided the character is not in any clan).
  • Clan Leader Departure – Right now clan leaders are able to remain logged indefinitely while their clan remains leaderless. This will change with the addition of an inactivity period that is applied to clans. Leaders that don’t log in after a set time, will have leadership of the clan transferred to the next senior officer.

Read more here.

Pirates of the Burning Sea : Non-Exclusive Dev Journal: Ship Tuning

Posted Feb 22, 2008 by Keith Cross

The folks at Flying Lab Software have been churning out dev logs all week in advance of the release of the 1.2 patch for Pirates of the Burning Sea. Today we present a recent dev log which goes into detail about the fine tuning of specific ships, and ships in general.

The upcoming build represents the first significant batch of changes from late beta (and into pre-boarding). This includes a couple global changes and a bunch of changes to individual ships.

Global Changes

There was a calculation error in our tuning spreadsheets that was making scouts in that range pay too much for speed, effectively lowering their max speed. I corrected that problem and increased their speed accordingly, meaning their max speed increased. Another big global change affects ships with multiple batteries that have a topdeck weight of 3 or 4lbs (Arcadia, Oliphant, etc.). Light topdecks aren’t useful on most of those ships, so they were upgunned (typically to 5lb). The Raa and Stralsund are exceptions, because they’re early two-battery ships and they’re supposed to have that extra close-range punch.

Once warships are fully fitted, they’re not performing quite the way I want. It’s too easy to keep them up to full speed and outmaneuver scouts. Most warships received increases to their deceleration multipliers and turning deceleration. SOLs also received a small reduction in DR, as they were a little too high and the DR improvement to the Navy career skill makes that worse. These changes aren’t huge, but this is an area we’ll be evaluating and I expect to make more adjustments in the future.

Read more here.

Age of Conan : Friday Update

Posted Feb 22, 2008 by Keith Cross

This week's Friday Update on the Age of Conan official site focuses on the site's new look and the sort of game information that's coming down the pipe.

You may have noticed a new look around these parts (one we rather like).

Looks aren’t everything, however, so this week, we’ve gone ahead and added/improved/reorganized some sections of the website. We’ve heard the pleas of those who asked for more on the site!

In this first batch, we’ve posted info on our plans for server types (answering one of the most frequently asked questions), as well as revamped/improved/new sections on races, classes, attributes and skills, mount types and mounted combat, and weapons and armor. Further improvements and additions are in the pipeline (the long-awaited and much-desired FAQ update being just one example) and you'll be seeing them as we get closer to launch.

Read more here.

Age of Conan : Ask Kalanthes: Conan Community Questions

Posted Feb 22, 2008 by Keith Cross

Questions about Conan? Why not ask Kalanthes.

Kalanthes is now taking your questions!

Kalanthes is the first person you meet in Age of Conan, a strangely helpful wise old man that is much more than he seems. He will be quite happy to help you with your questions about Age of Conan or about life in general, and the answers will be posted here on the website.

Please submit your questions to community@ageofconan.com with the subject "Ask Kalanthes" for consideration.

Read more here.

World of Warcraft : Tons of Tuskarr

Posted Feb 22, 2008 by Keith Cross

Blizzard has posted a faction overview of the Tuskar, the walrus like people who call the southern coasts of Northrend their home.

The tuskarr are a kind-natured nomadic race that roams the southern coastlines of Northrend, guided by the carved cyclopean statues that mark their seasonal fishing routes. The tuskarr's tribal affiliation is evidenced by the sigils inscribed on their tusks, and although they are a peaceful race, they are constantly beset by the Kvaldir and an arctic race of murloc-like creatures known as the Gorloc.

Yet even their enemies marvel at the tuskarr's prowess and fearlessness in catching some of the most dangerous creatures in Northrend's frigid waters, including whales and giant squid. Not even the unnamed leviathans that lurk in the ocean's depths are beyond the tuskarr's reach.

The tuskarr have seen their share of difficult times, but with the Horde's recent arrival they have found a new ally in the ongoing struggle against the hostile forces of Northrend.

Read more here.

Myth War : Guild Tournament

Posted Feb 22, 2008 by Keith Cross

IGG has announced that they will be holding a Guild Tournament in Myth War Online.

IGG announced that a Guild Tournament with rewards is being held in game of Myth War Online to bring more fun to players. Guild war, as an important part of MWO is held every weekend. Details are below:

Event Duration: Every Saturday from 2:00 PM starting Feb. 23rd and continuing until 6:00 PM March 23rd

Event Venues: Desert City, City Hall

Rules:

  1. Each guild can only organize 2 teams with 5 players each to participate in the event.
  2. Registration starts at 2:00 pm at Desert City and City Hall.
  3. Players need to display their guild title and show they are from the same guild
  4. Registered teams need to go to City Hall floor 2 to wait until the event starts, so as not to crowd in the registration area.
  5. At 2:30pm, registration will end and the GMs will go to City Hall floor 2 to start the tournament. GMs will randomly organize the schedule. Players are not allowed to switch teams/guilds during the tournament (players are only allowed to represent 1 team from 1 guild to avoid any cheating)

Read more here.

Shadow of Legend : New Update for SoL

Posted Feb 22, 2008 by Keith Cross

SmartCell has announced the release of the latest update for Shadow of Legend.

SmartCell is pleased to announce the release of Shadow of Legend’s newest update, v.0.6.3.0. We had an uproar with the last update, but thanks to more and more players participating in our focus groups, and letting us know what you like and what you don’t like, we’re able to shape and mold the game to better suit your interests?

Shadow of Legend v.0.6.3.0 includes updates to the events and to the PVP system. We’ve taken your suggestions, and created more time slots for the events and made your criminal status more logical. We’ve also fixed bugs and made the grind less frustrating, and more fun. Please check out the Shadow of Legend website for more details, or you can log in and explore them in-game for yourself!

Read more here.

EverQuest II : Game Update 43 Preview

Posted Feb 22, 2008 by Keith Cross

SOE has posted a preview of the upcoming game update 43 for EverQuest II, including changes to the way "shiny" treasure and group looting are handled.

Game Update 43 Preview!

Game Update 43 will bring you some new group looting options as well as a change to how you harvest the ever elusive "shiny"!

"Shiny" Changes!

Have you ever harvested a "shiny" to only wish you hadn't? That irresistible, sparkling glow that lured you to harvest it ends up being a collectible added to the other 5 of the same item in your inventory; an item that is too low of level to sell for a respectable amount to a vendor and so common that no one's buying it from a broker. Upcoming with Game Update 43, you'll be able to choose to keep it or leave it! "Shiny" collectables will soon work much like treasure chests, giving you the option of taking the item with you or even setting that "shiny harvest" to lotto with others within your current group!

Read more here.

Zu Online : Zu Guide Part Two

Posted Feb 21, 2008 by Keith Cross

IGG has posted part 2 of their guide to Zu Online which covers guilds, factions, pets, tradeskills, and more.

Zu Online team today brings us the second game strategy. In this guide, they are going to talk a little bit about teamwork and the overall game system.

Team spirit plays a significant role in the Zu world, especially when players need to kill certain monsters to level up. Plus some quests can only be completed by a team. Bead Fairies will contribute a lot to a team, because they have powerful range attacks in their early stages, but after level 120, PK is not suitable for them. Although they have many talent skills, their limited skill points really restrain their performance in battle.

Guild System

In Zu Online, players can create guilds. Guilds are a base and guarantee in future combat between evil and the immortals. After reaching level 20, players can found a guild and enhance the ability of the guild with their efforts. Players can also upgrade the guild after meeting the definite requirements. In order to test the ability of the guilds, Zu Online designed an activity called "Area Occupation" for players. The winner can own its own guild area, enhance the position in the server and get some special awards. For example, players in the guild area can upgrade by sitting. It is the same as being AFK and it can increase the gap with other guilds. In addition, guilds can hold their own activities such as Question and Answer, Pet's Adventures, Monster Slaying Contest, and so on. Only members of guilds can take part in these activities and obtain abundant rewards.

Read more here.

Elf Online : Rare Pet Training Report

Posted Feb 21, 2008 by Keith Cross

The folks at Happymmo have released information on the training of rare pets in Elf Online.

Many Elf Online lovers bear the same question: how to raise a best pet. No doubt that basic attribute is important for a pet, however, what helps the players most is the talent skills a pet has. The higher training level it is, the stronger skill a pet will have. But what is the fastest way to train pet skills? In other words, what is the fastest way to upgrade pet training level?

Now with the help of Elf Online player CowCow, let’s anatomize the fastest way to raise a strong pet. According to CowCow, he owns rare pet Ninja Turtle. Now the pet level is Lv34, but extraordinarily its pet training level is Lv57.

How does he achieve this? Let’s see his special way. CowCow told us that he used some mall items to help him. Firstly, he used the single monster card so that every time he would only encounter 1 monster in battle. And then he used the chicken soup which helped him to get double training exp. So every time he fights in a battle, he will get the maximum 20 training exp by killing one monster easily. Together with his hard working and persistence, he achieves the extraordinary Lv57 training level pet.

With the help of the strong skills brought by high training level, CowCow levels up easily in game.

Read more here.

Stargate Worlds : Jaffa Get a Makeover in SGW

Posted Feb 21, 2008 by Keith Cross

Stargate Worlds Assistant Art Director Nick Heitzman has penned a few paragraphs on the look of the Jaffa in Stargate Worlds.

We wanted them to be strong, sexy and exuding an aura of command," said Nick, "adding a presence of power and discipline to groups they assist or work with to further their goals. To achieve that in Stargate Worlds, Jaffa are consistently larger, more muscular in appearance, and precise in their movements than other galactic residents. They are stern and militaristic for the most part, adapting an almost Spartan aesthetic in clothing and armor which has evolved from their non-materialistic attitude and status as slaves or mercenaries on most worlds - preferring function over form in their clothing, armor and equipment - with little in the way of unnecessary decoration.

Their palette is mostly earth tones and muted colors, more ancient Greece than Rome. Preferring to prove their worth through combat prowess rather than extravagant appearance or fully encased in ornate or complex armor. They appear extremely vibrant and healthy, in peak physical condition thanks to constant training and untiring devotion to focusing their skills to a higher level of effectiveness.

Read more here.

Hellgate : Update Details Revealed

Posted Feb 21, 2008 by Keith Cross

The folks at Hellgate: London have released their plans for the next three game updates at the Game Developers Conference in San Francisco.  The updates include two smaller patches and a major content update called "The Abyss Chronicles".

Perhaps the most sought-after information that Hellgaters are most interested in on our forums is insight into the future of Hellgate: London. After a great first day at the Games Developer Conference, we'd like to offer a kingly scoop on this very topic. And so, without further ado, we lift the curtain and reveal our plans for the next three Hellgate: London updates. Note that while the bullets outline the contents of each patch, they are actively being worked on and will have more thorough patch notes upon release.

Patch 1.2

  • In-game mail with the ability to attach items.
  • Marksman skill adjustments.
  • Many bug fixes.

Previously known only for its sweeping changes to the Marksman class, Patch 1.2 will add in-game mail, a hotly desired feature. Additionally, a great many bugs are addressed in this build, many of them reported by the community.

Read more here.

General : Requiem: Bloodymare - GDC interview

Posted Feb 21, 2008 by Jon Wood

At this year's Game Developer's Conference, Community Manager Laura Genender caught up with the folks developing Requiem: Bloodymare to talk about their upcoming MMORPG.

Your average MMORPG shows a definite appreciation of certain adult concepts: revealing female armor, enemies such as skeletons and zombies… hell, entire games are based around combat and killing. Today at GDC, though, I saw Gravity Interactive’s upcoming MMO Requiem: Bloodymare, a game that takes adult and mature concepts to the next level.

Gravity’s Joon Yoon (Marketing/Public Relations Coordinator) and Bohle’s Derek Asato (Vice President) gave me a tour of the game – and as the name suggests, its very bloody and very gory. Every swing of our character’s sword produced a spray of blood; deaths were heralded by flying limps and, on rare occasions, I was treated to the sight of creatures cut clear in half.

Read the whole article here.

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