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Lord of the Rings Online : Video Dev Diary: Housing

Posted Nov 17, 2007 by Ben Krueger

Here's a new LotRO dev diary video for you to enjoy.  Jeffrey talks about player housing. 

Video Interview Video Dev Diary: Housing
Jeffrey Steefel Executive Producer for LotRO is back, this time talking about player housing which will be included in the upcoming book 11 update.

Watch more here.

Fury : New Screenshots

Posted Nov 16, 2007 by Keith Cross

Six new images have been added to our Fury screenshot gallery.

To view the full size images, and to see the rest of the new screens, visit our gallery here.

EverQuest : Condensed Chat Summary

Posted Nov 16, 2007 by Laura Genender

On Thursday night, the EverQuest dev team stopped by to talk to fans and answer questions in our chatroom.  This article is a summary of that chat, including all the highlights! 

Last night in our chat room, MMORPG.com and forthegamers.org hosted a live developer chat with the makers of EverQuest. Over 100 chatters joined us to ask questions and interact with the developers. The main topic of choice for the evening was their latest expansion Secrets of Faydwer, launched only four days ago. 

 

Joining us for the chat were eight Sony developers: Zatozia, the Community Relations Manager; Jason “Maddoc” Mash, Assistant Design Lead; Rytan Barker, Assistant Design Lead; David “Nodyin” Ford, AA and content designer; Adam “Ngreth” Bell, crafting designer; Keith “Merlock” Turkowski, items, factions, systems and content designer; Jonathan “Prathun” Caraker, spells designer; and Travis “Rashere” McGeathy, lead designer.

Read more here.

World of Warcraft : No WoW Sequel... At Least Not Now

Posted Nov 16, 2007 by Keith Cross

For those who have been speculating recently that Blizzard is secretly working on a sequel to their massively popular MMORPG, World of Warcraft, a recent videogamer.com article will be a dissapointment as that site has announced that during an interview, Frank Pearce, the Executive VP of Product Development for Blizzard said that they "haven't even started to think about a sequel" to the popular game.

"We haven't even started to think about a sequel," he said. "The team still has a huge wishlist of exciting features to add on top of what's already been implemented since launch. Not to mention, we're all still playing the game pretty heavily ourselves, and there's a lot more content that we want to see as players."

Read the original article here.

EVE Online : Council of Stellar Management Defined

Posted Nov 16, 2007 by Keith Cross

CCP has released a white paper outlining the latest incarnation of the Council of Stellar Management, which went through some changes recently on account of feedback from Fanfest.  The most notable change is that the CSM is no longer being billed as democracy of EVE's virtual society.  Does this change represent a loss of idealism or is it simply a change in terminology to more accurately represent CCP's vision?  You'll have to read more to find out.

Ever since our CEO, Hilmar Pétursson, announced the re-emergence of the Council of Stellar Management (CSM) last spring we have been working feverishly at trying to make it bigger and better than the earlier version. When it was implemented last time players could volunteer for the CSM and they were then handpicked by us.

What we wish to do is to take this to a new level and let you the players elect representatives to the CSM. The CSM will then act as an official conduit for your comments and requests, as a community, enhancing greatly your ability to express your concerns and prioritize the matters you believe are most important at the time. The white paper presented here is by no means a finished paper, changes and updates will be made to it when more feedback gets in. We have already changed our ideas on some key fronts based on the feedback we got at Fanfest this year, the biggest change being that this is no longer considered an implementation of ‘Democracy’, as that word has so many and different meanings to different people that it would be the cause of a lot of misunderstandings.

You can download the white paper here in .pdf format. We look forward to reading your feedback, ideas and thoughts on the new CSM and we will be as active as possible in the discussion thread.

Read more here.

Age of Conan : Friday Update: Postcards from Beta #2

Posted Nov 16, 2007 by Keith Cross

Age of Conan's Friday update has been released. This time, it's "Postcards from Beta #2":

In this installment, I got some levels behind me and set about exploring the world as a rough, tough, confident man in a silly mask as opposed to a fresh-off-the-beach nooblet in a silly mask.

I must admit, I’m not much of an explorer type—my Bartle usually buries the needle somewhere in ‘Killer’ with ‘Killer’ as my secondary—but I keep finding interesting things just around the corner.

First, the ruins.

While striking a dramatic pose is cool, what’s even cooler is that the towering ruins in the back aren’t just a snazzy backdrop. You can actually make your way there and climb up them, assuming, of course, that the angry Picts you’re intruding on don’t take exception to that (or assuming you’re strong enough to kill them). It’s not an especially easy climb, but it can be done, assuming swarming hordes of cannibals don’t cause you any trouble.

Read the whole thing here.

World of Warcraft : Comics

Posted Nov 16, 2007 by Keith Cross

Blizzard has added yet another item to the World of Warcraft marketing juggernaught as yesterday marked the launch of World of Warcraft comics...

The new World of Warcraft monthly comic series hits stands today! This new ongoing series kicks off with part 1 of a 6-part story arc written by Walter Simonson (THOR, SUPERMAN) and illustrated by sensational French artist Ludo Lullabi and Sandra Hope (JUSTICE LEAGUE OF AMERICA)! Each issue of the 6-issue story features two different covers: one by comic book legend Jim Lee and the other by Blizzard's very own Samwise Didier!

Read more here.

Warhammer Online : War Beta Update Part 3

Posted Nov 16, 2007 by Keith Cross

EA Mythic has updated their Warhammer Online website with Part 3 of their WAR beta update.

These give you an idea of the detail that’s going into our capital cities. As an added bonus, in this month’s Newsletter we have a video tour of Altdorf. You’ll see the Blow Hole from the perspective of someone walking down the street. If you watch closely, you’ll also see areas of the city in ruin and on fire. This is the first glimpse at what this incredible city is going to look like after it’s been ravaged by the forces of Destruction.

You can find the video here: http://mythicmktg.fileburst.com/war/us/media/flash/VotM_Altdorf.html

Next up is new information on the Trophy system. As you may be aware, our Trophy system is one way for a player to differentiate their character visually from all of the other characters of the same career. In a nutshell, as you unlock items in your Tome you will gain access to Trophy items that you can place on your character. Up to five trophy items that you can show at once, but you’ll have from 11 to 15 slots to showcase them.

Below is a picture of the Witch Hunter that we’re using as a tech demo for the Trophy system.

Read the whole thing here.

The Matrix Online : Producer's Letter

Posted Nov 16, 2007 by Keith Cross

On Wednesday, the Producer of The Matrix Online released a new Producer's Letter, keeping us updated on what's going on at the other end of the rabbit hole.

Hey everyone. It's been a long time since I've put "fingers to keyboard" to talk to The Matrix Online community-not that Raijinn hasn't been bugging me about that. I suppose it shouldn't be a surprise that I've been neck-deep in The Agency since I started working on it in April-there's a lot to be done. And since the guys on MxO are pros at keeping the game going, I don't feel the need to constantly oversee what they're doing. However, I'm way overdue for sending out an update from my perspective.

Most of what "keeping the game going" means is moving the storyline along. This has always been the most important post-launch element for The Matrix Online and continues to be the case. While we've occasionally made some larger changes, such as the combat revision, most of development has been about the storyline. Every six weeks there are new missions for each Organization and daily events that carry on the plot. With few exceptions, we've been on that schedule for about a year-and-a-half now.

With that in mind, we actually have a bunch of updates coming in the next couple months.

Read the whole letter here.

Final Fantasy XI : The Allied Campaign

Posted Nov 16, 2007 by Keith Cross

Final Fantasy XI has released details on the Allied Campaign, an addition that is coming in the upcoming expansion, Wings of the Goddess.

This Topics will introduce a new large-scale battle system to be introduced in the upcoming Wings of the Goddess expansion pack, the "Allied Campaign."

The Treasures of Aht Urhgan expansion saw the birth of Besieged, allowing players for the first time to enjoy battle of a massively cooperative nature. On an even larger scale, the Conquest system has been available for all players to participate in from the very beginning of FINAL FANTASY XI service.

Continuing in this vein, the development team has been racking their brains for a new system to further intrigue the adventuring population of Vana'diel. The result? An endeavor that can be engaged in simultaneously by numbers exceeding those of Besieged, while at the same time allowing for individual actions to have concrete, observable repercussions in the world of Vana'diel, and plenty of good old-fashioned battle and strategy!
Set on the stage of the Crystal War itself, this is the Allied Campaign.

The overall campaign system is organized into four subdivisions: Campaign battles, Campaign Ops, headhunting, and tactical assessment.
Following is an in-depth description of each of these.

Get more details here.

Fury : One Month Anniversary Update

Posted Nov 16, 2007 by Keith Cross

Auran's PvP MMORPG, Fury is celebrating its one month anniversary. As a result, "Bossman" has released the Fury One Month Update:

When people talk about FURY, they often talk about POTENTIAL and that is what we’re working on right now – unlocking that potential. We have learnt a lot in the first month since release, and obviously we need to make improvements. First of all we need to provide a game platform that is stable and performs well on more machines – we’ve made some big steps, but we have further to go. We need to provide an easier to understand and more enjoyable experience for new players. We need to work closely with our core community to deliver on our goal of making the Number One PvP game in the world. And we need to provide ongoing content and feature additions to keep the game fresh. This update will give you an outline of what we have learnt throughout Beta and the launch period and where we are going in the future.

FURY is designed around the concept that, win or lose, a closely fought match is more fun. To date, too many matches have been lop-sided and that’s no fun for the winners or the losers. FURY requires critical mass: with a higher population, there are more people in the queue for a match. With a bigger pool to choose from, the matchmaker can create a much more evenly balanced match.

Our statistics show that people have a "patience level" of around 2 minutes wait time in a queue and about 20 minutes total during each session. The stats also show that players with losing records stop playing the game. We investigated some of the match statistics for the journalists who gave FURY poor scores. They all lost and lost badly - none of the guys we checked on had a winning record. Stopping this pwnage is certainly the biggest hurdle we must overcome.

What is the solution? We need to provide a safer environment for new players to learn the game – we can’t push them into the deep end and tell them to swim. From this nice safe haven, they will gain the confidence and experience necessary to join the more experienced players. To date we have a number of changes to help players settle in and learn the ropes:

Read the whole update here.

Pirates of the Burning Sea : New Exclusive Screenshots

Posted Nov 16, 2007 by Jon Wood

Flying Lab Software has released five new, exclusive screenshots from their upcoming MMORPG, Pirates of the Burning Sea for our viewing pleasure.

 

 

Check out all five shots here!

EverQuest : Dev Chat Log

Posted Nov 15, 2007 by Jon Wood

On Thursday night, the guys from the EverQuest team stopped by to talk to fans and answer their questions in our chat room.

 

MMORPG_Taera: Greetings and welcome to MMORPG.com's Live Chat on irc.forthegamers.org! I'm your host, MMORPG.com's community manager Laura "Taera" Genender. Joining us today is the EverQuest team!

MMORPG_Taera: Our guests will do their best to answer as many questions as possible, but due to limited time and a high volume of inquiries, they may not be able to answer every single one. Users are limited to two questions at a time, and you will be notified if your question is rejected or discarded.

MMORPG_Taera: To submit your question, please /msg devbot yourquestionhere

MMORPG_Taera: Now it's time for introductions! Feel free to start sending your questions to DevBot while our guests introduce themselves!

EQ_Zztozia: Greetings Everyone. I'm Zatozia, EQ's Community Relations Manager

EQ_Rytan: Greetings, I’m Rytan Barker assistant design lead.

EQ_Maddoc: Hey everyone, I'm Jason Mash, one of the Assistant Lead Designers on the EQLive team.

EQ_Nodyin: Hello everyone, my name is David Ford and I work on the AA system and content design.

EQ_Ngreth: Hello, I am Adam "Ngreth" Bell, general content and tradeskills designer for everquest and resident development Ogre.

EQ_Rashere: Hey folks. I'm Travis McGeathy, Lead Designer for EverQuest.

EQ_Merloc: Hello, I'm Keith Turkowski I work with items, factions, systems, and content.

EQ_Prathun: Hello all! I'm Prathun, designing EverQuest since 2002, most recently working on Spells.

EQ_Prathun: Oh, and I also go by Jonathan Caraker. :)

MMORPG_Taera: Diet_Canada :asks: i think what puts most wizards off the new casting system is the change to instants. any chance of maybe returning instants back to what they were or at least make the mr oen useful and the cold/fire ones have 6 sec refresh so spell haste is useful again? :)

Read the whole thing here.

EverQuest : Dev Chat TONIGHT!

Posted Nov 15, 2007 by Laura Genender

Don't miss tonight's live chat with the developers of EverQuest, at 7pm EST!

Curious about EverQuest's newest expansion Secrets of Faydwer?  Now's the time to state your curiousity! Please join us in the MMORPG.com Live Chatroom starting at 7pm EST on 11/15/07 to meet the developers behind EverQuest. Bring a question, bring a friend! After the chat, be sure to stick around for EverQuest and other MMORPG discussion.

Users can also connect via any IRC client, to server forthegamers.org or irc.eu.forthegamers.org (Euro). The chat will take place in #mmorpg.

Learn more about EverQuest here.

Spellborn : G-Star Korea 2007 Movie

Posted Nov 15, 2007 by Ben Krueger

Check out this new TCoS movie released at the recent G-Star Korea 2007 show! 

Video Interview G-Star Korea 2007 Movie
In the video you will see different parts of the Spellborn world: the Arena, Deadspell storm and last, but not the least - the Mines. You'll also see tons of wicked combat.

Watch more here.

DOFUS : New Hardcore Server

Posted Nov 15, 2007 by Keith Cross

Ankama Games has announced that they will be launching a heroic server in December which will operate under a hardcore rules set where advancement is fast and death is permanent.

This December, a brand new DOFUS game mode will introduce another dimension to battle-weary veterans and wide-eyed beginners alike.

This game mode offers quicker character evolution, allowing you to gain more experience from fights and quests. But you will also need to be more vigilant and tactical in your game play because if you die, you won’t come back. The new mode will also call for more dedicated and concerted guild activity in order to help players survive for as long as possible.

In this highly intensive mode, the game has been adapted according to new rules which are exclusive to this server. Among other exciting modifications, this mode allows players to increase their level far more rapidly and to make better and bigger drops! Experience in professions will also be gained more quickly. This server has one cruel rule above all, however: death will be permanent. You cannot come back to life. If your character’s level is in the top 100, however, the corpse will rest in the Cemetery of Heroes.

Another diabolic hallmark of the server: whether players lose against monsters or other players, their victorious enemies will keep all their items. Some enemies, though difficult to beat, will be tempting to fight for just this reason.

In future, part of the official site will be dedicated to this server with regular updates giving information on the new world, including its background. This part of the site will also host the Cemetery of Heroes. Warriors of all nationalities will take each other on to rise to the top of the world league table.

To those who thought they’ve mastered DOFUS or seen it all, the Ankama Games team hereby challenges you!

Read more about Dofus here.

Tabula Rasa : Referral Program

Posted Nov 15, 2007 by Keith Cross

NCsoft has announced details of the Tabula Rasa Referral Program, where players can earn a month of game time by getting a friend to buy the game and one month's subscription.


Richard Garriott's Tabula Rasa® Referral Program

The AFS is looking for new recruits, and now YOU can aid in the war effort, and get a FREE Month Credit* to Tabula Rasa! If you refer a friend and they purchase a standard account and pay for one month of subscription to Richard Garriott's Tabula Rasa®, you will be automatically credited with one month of free game time!

So get out there and get recruiting! Here’s how…



Read the step by step instructions here.

Zu Online : Holy City Tour

Posted Nov 15, 2007 by Keith Cross

The Zu Online official site has been updated with a look at the Holy City, one of the most important cities in the world of Zu Online.

Holy City is the birthplace of the Swordsmen and the Bead Fairy, and is also one of the most important cities in the Zu World.

Lotus Palace, Truth Palace, Sword Grave Peak and the Fairy Pavilion are all indispensable architectural marvels in Holy City. An important NPC called Whitebrow lives in the Lotus Palace and is one of the judicial leaders in Zu. Whitebrow can also instruct players how to go to the Righteous Pagoda instance. Players can find the Warehouse Master in Truth Palace, and he can help players deposit items that are not being used. Swordsmen can also learn skills from their outstanding leader, the High Swordsman, who resides in Sword Grave Peak. Similarly, the Bead Fairy can learn skills from their leader, the Jade Pool Fairy, who resides in the Fairy Pavilion. The Medicine Master near Mythic Tree sells various medicine which can restore players' HP or SP quickly. The Pet Master stands near the Medicine Master and sells pet eggs, pet food and pet equipment. Additionally, the Gear Judge can help Swordsmen and Bead Fairy repair their equipment, and he also sells a variety of equipment.

Also in Holy City, there are many Ride Guardians who are able to help players travel around the city swiftly. Zhanshun stands near the Mythtic Tree, Qingan is in the Lotus Palace, Linf is in the Truth Palace, Sinyou stands near the Dragonhead Cliff Gateway, Xuin stands near the Moon Cliff Gateway, and Ger stands near the Cloud Cliff Gateway. These Ride Guardians can also teleport players outside of the city.

Read more here.

Lineage 2 : The 1st Throne - Images

Posted Nov 15, 2007 by Jon Wood

To go along with today's expansion overview, NCsoft has also provided us with a number of images and screenshots that we are pleased to share with you.

 

 

Check out all 12 here.

Fury : Fury Newsletter

Posted Nov 15, 2007 by Keith Cross

Fury, the PvP MMO from the land down under, has been live for one month now, and the folks at Auran have prepared the Fury Newsletter to mark the occasion.

When people talk about FURY, they often talk about POTENTIAL and that is what we're working on right now - unlocking that potential. We have learnt a lot in the first month since release, and obviously we need to make improvements. First of all we need to provide a game platform that is stable and performs well on more machines - we've made some big steps, but we have further to go. We need to provide an easier to understand and more enjoyable experience for new players. We need to work closely with our core community to deliver on our goal of making the Number One PvP game in the world. And we need to provide ongoing content and feature additions to keep the game fresh. This update will give you an outline of what we have learnt throughout Beta and the launch period and where we are going in the future.

FURY is designed around the concept that, win or lose, a closely fought match is more fun. To date, too many matches have been lop-sided and that's no fun for the winners or the losers. FURY requires critical mass: with a higher population, there are more people in the queue for a match. With a bigger pool to choose from, the matchmaker can create a much more evenly balanced match.

Read the Fury Newsletter here.

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