Tag Archives: Free-to-play

ArcheAge boasts 120 class combinations

ArcheAge Forget MMOs that have a petty eight, 16, or even 23 classes; ArcheAge is strutting about with 120 builds thanks to its mix-and-match class structure. In a new developer diary and video, the team talks about the way classes are set up in the game as well as the crafting options at the player's disposal.

Players construct their class by picking three skillsets at levels 1, 5, and 10, with the option to respec for a fee. Skillsets can be leveled up independently, allowing players to invest in far more than three of them, and those skillsets have certain synergies between them. The 10 skillsets in the game are Archery, Auramancy, Battlerage, Defense, Occultism, Shadowplay, Songcraft, Sorcery, Vitalism, and Witchcraft.

ArcheAge wants you to know that you have the option to level to the cap entirely through crafting professions if desired. The 21 professions are leveled through a slowly regenerating resource called Labor, and eventually they hit a hard cap until the player chooses a handful for specializations.

You can watch the dev video walk you through the intricacies of classes and crafting after the break!

Continue reading ArcheAge boasts 120 class combinations

MassivelyArcheAge boasts 120 class combinations originally appeared on Massively on Sun, 20 Apr 2014 18:00:00 EST. Please see our terms for use of feeds.

Permalink | Email this | Comments

SOE’s new Player Server initiative debuting in H1Z1

There aren't many H1Z1 screens to choose from Did you watch SOE's late-breaking H1Z1 livestream last night? Are you excited for the zombie survival sandbox MMO? Well, here's another nugget to chew on courtesy of CEO John Smedley and his Twitter feed.

The game will feature private servers.
Today I'd like to announce H1Z1 will be the first game to implement our new Player Servers. In addition to the traditional servers that we set up and run (what you've come to expect in MMOs), we will allow the players to come together in any way they wish and if they can get enough people together to vote for the server we will make it for them.

At first this will be for specific pre-defined rulesets. Later we will expand past rulesets into adding more features. For example perhaps one community prefers to go more militaristic. So they add more military vehicles. So we're truly letting you, our players get exactly the kind of thing you're looking for.

Mechanically this will allow players to buy pledge tokens in Station Cash to vote on a proposal. However, should the vote [succeed] we refund.
[Thanks BabaGraPL!]

MassivelySOE's new Player Server initiative debuting in H1Z1 originally appeared on Massively on Fri, 18 Apr 2014 09:00:00 EST. Please see our terms for use of feeds.

Permalink | Email this | Comments

The Stream Team: Landmark’s castles and manors and gardens, oh my!

No matter how long you have been wandering around in Landmark, you'll still stumble across new things! Massively's MJ has noted a number of spectacular creations throughout her journeys, including castles without compare. But what if you are more at home in something less grand? MJ has found some impressive manors fit for even the most discerning Norrathians. Of course, homes aren't the only thing built; creative players have designed bowling alleys, underground gardens, and so much more. Join us live at 3:00 p.m. EDT to tour some of these great places, and maybe stumble upon a few more!

Game: Landmark
Host: MJ Guthrie
Date: Thursday, April 17th, 2014
Time: 3:00 p.m. EDT

Enjoy our Stream Team video below.

Continue reading The Stream Team: Landmark's castles and manors and gardens, oh my!

MassivelyThe Stream Team: Landmark's castles and manors and gardens, oh my! originally appeared on Massively on Thu, 17 Apr 2014 15:00:00 EST. Please see our terms for use of feeds.

Permalink | Email this | Comments

The new player experience in EverQuest Next and Landmark

EQN In this week's EverQuest Next roundtable video, Senior Brand Manager Omeed Dariani and Lead Designer Darrin McPherson tackle the new user experience in Landmark and EQN. The pair say they recognize that developers don't always see the game the same way players do and that players need to be caught early by the game, especially a free-to-play game, or they'll leave.

"In both games, we won't have a lock-step approach to a tutorial... we definitely want to have something more free," McPherson explained. Learning the game will be a set of achievements. For example, when you equip an axe, the game will tell you you can chop wood with it, and when you chop wood, the game will tell you how to craft, granting achievements along the way without forcing players to complete any one element of gameplay to proceed.

Enjoy the full dev video after the break.

Continue reading The new player experience in EverQuest Next and Landmark

MassivelyThe new player experience in EverQuest Next and Landmark originally appeared on Massively on Mon, 14 Apr 2014 17:30:00 EST. Please see our terms for use of feeds.

Permalink | Email this | Comments

PAX East 2014: The Repopulation’s Josh Hall on the future of the game

Filed under: , , , , , ,

Are you not entertained?
If you're looking for Kickstarter success stories, The Repopulation definitely qualifies. While the game hasn't yet been released, it's managed to run not one but two successful campaigns looking to fans for funding, and it's managed its development carefully to keep itself on track for release. The game feels like a well-managed professional affair. And it's been a bit more quiet, but that comes down largely to the focus on getting the game out of its current alpha state and into its first beta.

At this year's PAX East, I sat down to talk with Josh Hall, one of the core team members on the project, about where the game is in development and what it's heading for in the next few months. While the final alpha stage has taken slightly longer than originally planned, the team is on track for launching the first beta phase at some point over the summer, and it's eyeing further release plans.

Continue reading PAX East 2014: The Repopulation's Josh Hall on the future of the game

MassivelyPAX East 2014: The Repopulation's Josh Hall on the future of the game originally appeared on Massively on Sat, 12 Apr 2014 17:00:00 EST. Please see our terms for use of feeds.

Permalink | Email this | Comments

Smedley talks H1Z1′s map size, population density

H1Z1 SOE CEO John Smedley's not done talking about zombie sandbox survival MMO H1Z1. Earlier this afternoon on Reddit, Smed posted a lengthy comment addressing questions about the game's map size. Rather than summarize it for you, I'll just go ahead and leave the whole thing here.

I've seen a bunch of people asking questions about the map size. Forgelight is built to handle arbitrarily sized worlds. Our plan is simple -- we're building the core of "anywhere USA". When we first open it up to users the map will be huge, but nowhere near as big as it's going to be in short order. Our map editing system allows us to quickly add massive areas. We want to make sure we clearly understand how the players are playing the game before we do that. On PlanetSide 2 we made a mistake by making multiple continents before we had a strong enough idea of what worked and what didn't. This game is different. We're doing it smarter.

When we open up the early access there will be a massive map for players to enjoy. Over time (very quickly) they'll magically just be able to keep going further than they've gone before. It's a very unique way of doing it, but we actually think this is a better way to go.

So not to worry. Zombie Apocalypse isn't going to be any fun if it's like Disneyland on Spring Break and super-crowded. We want remote... haunting... being scared when you see someone. Your first instinct needs to be to hide. If there are 20 players in your view it's not a very convincing Apocalypse.

So how many players per server? Who knows. As we add more land the number of people we can hold on a server goes way up. So we're excited. We have a ton of zombies for you to fight too. You'll be seeing hordes, oh yes you will.

MassivelySmedley talks H1Z1's map size, population density originally appeared on Massively on Fri, 11 Apr 2014 17:00:00 EST. Please see our terms for use of feeds.

Permalink | Email this | Comments

Perpetuum announces April 23rd Steam launch

Avatar Creations' sci-fi sandbox Perpetuum might have a few years under its belt now, but that doesn't mean it's too proud to set up shop on Steam, and on April 23rd, that's exactly what it will do. In a dev blog posted today, the studio outlined what the Steam launch and gamma reset will mean for the existing playerbase:
Those who already own the game are now able to link their Perpetuum and Steam accounts on our website and receive a free copy of the game on Steam. We have set up a new Account connections section under account management where you can do this. [...] Future purchases of Perpetuum on our website will not mean that you will also get a Steam key. Since Steam is not a requirement to access the game and will not give players any in-game benefits, we will still be offering Perpetuum through our own store as well.
Perpetuum already dropped its subscription fee earlier this month in preparation for the relaunch.

MassivelyPerpetuum announces April 23rd Steam launch originally appeared on Massively on Thu, 10 Apr 2014 21:00:00 EST. Please see our terms for use of feeds.

Permalink | Email this | Comments

Fallen Earth nodes to get less ‘willy-nilly’

Fallen Earth Tired of node placement refusing to make a lick of common sense in Fallen Earth? There's a dev for that.

Fallen Earth's new state of the game post for April has a word or two to say about how the team is moving around gathering nodes to fit the environment better. "What this will look like is an increase in hand-placed nodes that reflect the setting and environment better and fewer nodes scattered willy-nilly," said Producer Marie Croall.

The post also talks about new armor suits and cosmetic gear recipes that are coming soon as part of the rewards for controlling the Outpost.

MassivelyFallen Earth nodes to get less 'willy-nilly' originally appeared on Massively on Wed, 09 Apr 2014 18:30:00 EST. Please see our terms for use of feeds.

Permalink | Email this | Comments

ArcheAge lore series sets the tone for the game

AA A fourth and final part of ArcheAge's lore series that's been posted today gives an epilogue of the backstory while providing the launching pad for players' future journeys.

The story concerns a battle between 12 heroes and Kyrios, the god of death. The battle results in several companions dead, an entire continent wiped out, and a mixed, perhaps non-existent victory. "The future is uncertain," the lore series proclaims. "While others linger in the legends, in blissful memories where time can stand still, I like to imagine new heroes will be born. Heroes who will rewrite our mistakes, find those we left behind, and steer us to a brighter age."

You can read parts I through IV of Gods and Heroes on the official site.

MassivelyArcheAge lore series sets the tone for the game originally appeared on Massively on Tue, 08 Apr 2014 17:00:00 EST. Please see our terms for use of feeds.

Permalink | Email this | Comments

Here’s Age of Wushu’s new ‘warrior maiden’ sect

Age of Wushu Palace of Shifting Flowers girl Snail has updated its Age of Wushu website with another new sect preview from the martial sandbox's upcoming Tempest of Strife expansion.

Today's reveal is the Palace of Shifting Flowers, which boasts "a balanced set of skills featuring both melee and ranged attacks." The Palace is a group of female-only apostles that Snail calls a "zealous cadre of warrior maidens sworn to seek vengeance from the the men who wronged them."

Click past the cut for the class preview trailer, and don't forget that AoW is now available on Steam.

Continue reading Here's Age of Wushu's new 'warrior maiden' sect

MassivelyHere's Age of Wushu's new 'warrior maiden' sect originally appeared on Massively on Wed, 02 Apr 2014 19:00:00 EST. Please see our terms for use of feeds.

Permalink | Email this | Comments

Free for All: Will there ever be another setting like Ryzom’s Atys?

Ryzom map Ah, Ryzom. To this day it remains one of my favorite MMORPGs for several reasons. I was reminded just how much I still enjoy the game when I logged in to witness a storm rolling through the land, lightning sizzling from the sky, rain falling straight down on my character's head. The planet that Ryzom players find themselves on is called Atys, and it's no ordinary planet. In fact, it's not a planet at all. Instead, it's a giant rootball that floats in space.

Yes, a rootball.

I'm no scientist, but I'm pretty sure that a massive rootball is an impossible thing, but it doesn't matter. The game's original designers were French, and if you follow French MMOs, you know they always seem to come up with something completely unique. In this case, Atys is literally made up of a wad of giant roots and bark. I have to wonder: Why aren't there more unique settings like Atys in gaming today?

Continue reading Free for All: Will there ever be another setting like Ryzom's Atys?

MassivelyFree for All: Will there ever be another setting like Ryzom's Atys? originally appeared on Massively on Sat, 29 Mar 2014 16:00:00 EST. Please see our terms for use of feeds.

Permalink | Email this | Comments

Trion: We control prices in ArcheAge’s cash shop

Filed under: , , , , , , , ,

Earlier this afternoon, ArcheAge Community Manager Scapes hopped on the forums to kick off a local question-and-answer session with ArcheAge fans and answered a number of queries, chief among them a question about how much control Trion will have over the prices in ArcheAge's western cash shop. "Lots, actually," Scapes told the forum-goers. "We decide what's in it and at what price, simple as that."

He also dashed the hopes of those pining for special server rulesets like PvP and RP, promised server farms for both NA and Europe, and suggested that cosmetics might be a part of the game's westernization.

The Q&A is still ongoing on the official forums. Those who participate have a chance at winning an alpha invite.

[Update: The Q&A is over now, but you can read the complete transcript on ArcheAge Source.]

[Thanks to tipsters Inporylem and Dengar!]

MassivelyTrion: We control prices in ArcheAge's cash shop originally appeared on Massively on Fri, 28 Mar 2014 17:45:00 EST. Please see our terms for use of feeds.

Permalink | Email this | Comments

ArcheAge Japan going F2P, getting 1.0 patch in April

ArcheAge logo Japanese ArcheAge publisher GameOn has announced that the fantasy sandpark will switch to a free-to-play business model on April 24th. The monthly subscription will still be available, and MMO Culture reports that players who pony up will "get tons of bonuses."

The April 24th update will also bring the controversial 1.0 patch to ArcheAge Japan as well as an increase in the level cap from 50 to 55.

Continue reading ArcheAge Japan going F2P, getting 1.0 patch in April

MassivelyArcheAge Japan going F2P, getting 1.0 patch in April originally appeared on Massively on Fri, 28 Mar 2014 09:00:00 EST. Please see our terms for use of feeds.

Permalink | Email this | Comments

An analysis of the Glitch auction house

When the moon was high, they would march. Glitch is gone, but it lives on in our hearts, and it makes for a fascinating case study. The game arrived, enraptured, and departed so quickly that a great deal can be extrapolated about the game. A new analysis over on Gamasutra focuses on looking at the game's economy over time, seeing how it kicked off and where it wound up, and uses that to draw conclusions about handling player-run economies in other games as well.

The article outlines how Glitch handled currency and items, then notes the market trends and how players interacted with both one another and the economy. It concludes that in addition to monitoring the economy, designers need to keep an eye on the small number of players who serve as major economic drivers and watch them closely. The behaviors of players will also vary over time, meaning that past data have to be checked against more recent data to be relevant. If this is your sort of analysis, by all means, read the article in its entirety.

MassivelyAn analysis of the Glitch auction house originally appeared on Massively on Thu, 27 Mar 2014 21:00:00 EST. Please see our terms for use of feeds.

Permalink | Email this | Comments

The Stream Team: More Landmark beta, more codes!

Filed under: , , , , , , , , , , ,

Landmark's closed beta is a whole day old! That means Massively's MJ has only had 24 hours in which to lose herself in this brave new world. We know that is not nearly enough time, so she's diving right back in (has she even left?!) and exploring, mining, and logging to her heart's content. And did we mention she'll have more closed beta codes to give away? Be sure to join us live at 6:00 p.m. EDT to watch more adventures unfold (and maybe start some of your own!).

Game: Landmark
Host: MJ Guthrie
Date: Thursday, March 27th, 2014
Time: 6:00 p.m. EDT

Enjoy our Stream Team video below.

Continue reading The Stream Team: More Landmark beta, more codes!

MassivelyThe Stream Team: More Landmark beta, more codes! originally appeared on Massively on Thu, 27 Mar 2014 18:00:00 EST. Please see our terms for use of feeds.

Permalink | Email this | Comments