The developers of Ultima X: Odyssey have just released information about their merchant system. It's an interesting system which promotes adventuring for loot and also creates a situation where if you cannot find the best weapon by adventuring, you can still buy one in a shop.
How exactly will UX:O accomplish this? UX:O will feature an interesting idea in which item decay only exists for items purchased at a shop. Although the items will be of the same quality of monster dropped items, they will decay over time and eventually break (with no chance of repair). If you find the same item off of a monster, it will never decay from wear or tear. This system promotes adventuring to find loot, but will not make your character weak because they can't find the perfect weapon off of a monster for their character level.
You can read more about this system off of the official UX:O website: http://www.uxo.ea.com/feature_shopkeepers2.html
GamersHell has just posted a detailed Q&A with the developer Dan Antonescu. Here is a small excerpt from this interview:
MMO Gamers Hell: When I founded my kingdom, and I have a good piece of land, my guild has built 2 or 3 cities and everything is nice - but then comes a day when it is 2 a.m. and only 1 of us is online, which effectively leaves all the land widely open to an invasion - can I still protect it somehow? I'm referring to for example the nightly artefact raids in daoc.
Dan Antonescu: he he, I think the appropiate term is ninja raids :))) Well, we are planning to build in lots of things to avoid those infamous ninja raids. Like for example: guards with different "levels" will be spawned to supply a city with enough defenders to make its power of defense pretty appropiate based on the power of its inhabitants/players.
You can read the complete interview here.
RPGVault has just posted a very interesting preview of the first ever expansion for Neocron titled "Beyond the Dome of York". Here is a snippet for you:
Today, we present the first in a series of articles that will allow you to take a look at certain aspects of the development process for Beyond Dome of York. These are intended to complement the .plan files of our CEO, Martin Joerg Schwiezer, not to replace them, so you shouldn't expect to find anything about publishers, release dates or other strategic plans. We will limit these Peeks to development issues, and illustrate them with screenshots where appropriate.
You can read the full preview at this link.
The folks over at Climax have just launched our official Warhammer Online newsletter on our website atwww.warhammeronline.com. The newsletter itself will contain all the latest news on the game as we as a few exclusive items just for our lucky readers. The first newsletter will be sent out at the end of this month so make sure you don't miss out!
Mutable Realms plans for a climactic end to the first phase of Beta
Huntsville, AL - January 14th, 2004 - Mutable Realms, Inc., an independent developer of massively multiplayer games, today announced the launch of a climactic two-week Story Arc to close out the first phase of Beta of their acclaimed title Wish. The Story Arc has been written by Mutable Realms and will be implemented in cooperation with the Themis Group, and will offer a myriad of live events to the Beta participants.
Just over 1,000 spots remain available for gamers who'd like to participate in the end of Beta One celebrations. "The active testers in this phase of Beta will automatically be included in all future rounds of testing," said Marc Laukien, President of Mutable Realms. "Still building up to our goal of 5,000 simultaneous users this month and with all the event activities, it's the perfect time to apply."
The first round of Beta was originally scheduled to run until the end of February, but is now planned to close at the end of January with a final load test of 5,000 simultaneous users during the Story Arc. Thereafter, the Wish team will refocus on development, taking into consideration the highly valuable feedback provided by the first round of testers.
Wish defines a new category of online game, the "Ultra Massive Multiplayer Online Role Playing Game" (UMMORPG). Unlike existing MMORPGs that confine players to a server with only a few thousand other players, Wish's highly-scalable server cluster infrastructure allows the game to support tens of thousands of simultaneous players in a single shared world.
Wish is planned for release in Q4 2004. More information about Wish can be found athttp://www.mutablerealms.com and a Beta signup form is located at http://www.themis-group.com/wish/beta_app.phtml.
IGN has just posted their twelfth "Peek of the Week" for Realms of Torment. This week they are taking a look at the stealth system. Here is a glimpse:
Below is a summary of the stealth system based on what has been decided up until now. It can - and it probably will be - subject to future changes, as it still doesn't satisfy us completely.
The main reason we decided to put the following type of stealth system in our game is the lack of a proper environment that would actually allow a true simulation of stealth techniques - high grass, darkness, slow movement, etc. due to inadequate environmental props in online worlds in general.
To read the full preview, just click here.
PRIMA GAMES BRINGS LIGHT TO "DARK AGE OF CAMELOT: TRIALS OF ATLANTIS" EXPANSION WITH OFFICIAL GUIDE
Market leader worked closely with Mythic Entertainment to publish "Dark Age of Camelot: Trials of Atlantis--Prima's Official Strategy Guide"
ROSEVILLE, Calif., January 14, 2004 -- "Dark Age of Camelot: Trials of Atlantis--Prima's Official Strategy Guide" has hit store shelves, riding the success of previous Prima Games releases for earlier "Dark Age of Camelot" games and expansions from Mythic Entertainment. "Trials of Atlantis" adds underwater areas to explore and a new player race per realm -- both covered explicitly in the official Prima Guide.
The December release tops 304 pages, and helps gamers traverse the expansive terrain of the massively multiplayer online role-playing game. The guide also covers the all-new Master Levels, a new advancement system that teaches your character new abilities, spells, and combat styles, and a boat system that enables the player to travel the oceans of the Atlantis zones.
"The team at Mythic was instrumental in helping us make this strategy guide a must-have for every 'Dark Age of Camelot' player. With their guidance, Prima was able to create a true companion strategy guide with the look and feel of the game itself," said Debra Kempker, President of Prima Games.
"'Trials of Atlantis' is a challenging expansion, and we're pleased to offer 'Dark Age of Camelot' fans this Prima guide," said Mark Jacobs, president and CEO of Mythic Entertainment. "Prima has produced a thorough guide that will help players tackle the 'Trials of Atlantis.'"
Mythica Realms has posted a few shots from the developers showing terrain maps, skill charts and other goodies. You can check them out at the following links:
The folks at Blizzard have posted a link to a preview given to the people over at www.gamespy.com. Check out the links below to read the preview, it gives an excellent glimpse of what we can expect from World of Warcraft.
Gamespy Preview: http://www.gamespy.com/previews/january04/wowpc/index.shtml
World of Warcraft Official website: http://www.worldofwarcraft.com/
It appears that the kind folks over at World of Ryzom have a few beta accounts to give away...but first - they want your blood, sweat and tears!
Here are their rules:
For complete details, just head over to World Of Ryzom.
WarCry has just posted a review of Thesa Online. Here is an excerpt:
You can read the full review at this link.
You begin in a starter town with all the supplies you need to begin adventuring. There is a fabulous map that can be pulled up in town to let you know where the local armor smith, magic shop, etc are. It also lets you know where the local Warehouse is. Warehousing is such a fabulous convenience for extra loot, negating the need for housing in most cases. I hope to see this in every game some day!
Once you've supplied, (although you'll not need to for your first bout of venturing) you can head to the East or West wilderness areas - just past the gargoyles. The areas are zoned so there will be a very short load time. Thesa is divided into level restricted zones â€“ a great design to reduce griefing and camping.
We are proud to announce the opening of yet another game-specific forum at MMORPG.COM - "Guild Wars". As many would agree, the latest news on this title is very exciting and players everywhere are buzzing about this title.
So get in there and talk it up! You can access the forums at this link.
The following announcement was posted at the PlayOnline site:
At the following time, we will be performing version update on FINAL FANTASY XI. This update will not be accompanied by server maintenance. Usual play may continue for PlayOnline, Tetra Master, and FINAL FANTASY XI. Thank you.
*There will also be a client update to follow. The update will start automatically by logging into FINAL FANTASY XI. Please follow the instructions on your screen to begin the update process.
[Date & Time]
01/12/2004 at 23:00 (PST)
FINAL FANTASY XI
[Important Update Details]
- Fixed the issue regarding players not being able
to target the auction counter and "???" spots using
- Fixed Dragoon's landing direction after
performing "Jump", "High Jump" or "Super Jump"
BiosFearâ€™s English version started with a bang!
New features introduced:
Lila Yee, Mythica Community Relations Manager, has posted a new map of a Private Realm at Mythica HQ. You can view the map here.
The map shows a battle plan of Giants and Corrupted humans against Human Vikings and other Aesir Defenders. A translation of the text in the map is provided in the link.
Another feature is the recent editorial on swordplay by Moloch ... but does it mean you have to hack, stab, and slash people with a sword all the time? You can read the editorial here.
|OGaming.com has just posted a new screen shot from Ultima X at their web site. It shows a huge explosion taking place inside what appears to be a highly detailed church.|
You can view the full screen shot at this link.
"What I think happened was that the login code was adapted when we moved to the current global navigation bar. It still had language detection in, even though the new version is English only. As a result, identifiably German users were getting sent to a the German login page (which no longer exists). Everyone should now go to the English version."
FFXI is a MMORPG, or Massive Multiplayer Online Role Playing Game, and therefore isnÃ¢??t like any other RPG. For those of you who are not familiar with MMORPGs, instead of controlling a party of characters, you control a single character in a huge multiplayer world in which you go into battle, gain experience, buy/trade/sell items, and engage upon various optional quests and missions. Because of this, the gameplay in FFXI is very open and nonlinear, whereas the gameplay in other RPGs were constrained to a more linear fashion that had you do one thing after another or go from one place to another in order for the storyline to move along. While you may think that previous RPGs were still quite open and nonlinear in that you didnÃ¢??t have to immediately do what was next, FFXI completely eradicates that whole idea by allowing you to do whatever you wish in the game. Pretty cool, huh? And thatÃ¢??s not even the best part of FFXI. Speaking as a non-RPG player, the fact that FFXI was going to be a MMORPG alone caught my attention and sparked a casual interest. Sure, I have heard of other MMORPGs before, but a Final Fantasy game as one? You canÃ¢??t be serious.