Monthly Archives: January 2012

Allods Online Storms into a New Era This February

Allods Online Storms into a New Era This February

 

 

Allods New Astral Allod

 


Forget chapters: Allods Online will crack open a whole new book with the release of “Game of Gods” this February. This radical jump forward in the game’s development will bring over a year’s worth of new content to both North American and European players. Already one of the most expansive and comprehensive MMORPGs, Allods Online: Game of Gods brings even more game modes, content, and features for both new and veteran players.

 

Allods Dead City Boss

 

Dive deep into the machinations of the gods with over 100 new quests and a challenging raid stocked with 10 monstrous bosses that will test the limits of even the most skilled player. Stun your enemies with a slew of skills unique to the all-new bard class, claim great prestige and powers by achieving Great Rank, and face off in teams of 12 in the new PvP battlegrounds.

 

 

Allods New Allod

 

 

Sneak a peek at the new content with a never-before-seen teaser trailer including:

 

· New Quests: Meet the gods of Sarnaut and unravel the mysteries of this strange universe’s creation and destruction in a series of over 100 story-driven quests.

 

· New Raid: Challenge 10 powerful bosses in an epic raid designed for the most skilled players.

 

· New Bard Archetype: Master new skills and a new play style with the completely new bard class.

 

· Great Rank: Win ultimate renown by completing an epic quest series to gain an extra skill point, customization slot, and more to make an even stronger character.

 

· Bigger Battlegrounds: Team up to defeat opposing players in the new 12v12 PvP Battlegrounds.

 

· Expanded Astral: Brave the lethal fourth layer of Astral Space with its 13 all new astral allods.

 

· Faster Ship Combat: Spin the ship and fire the cannons faster than ever with newly revamped physics for astral ship battles.

 

· Increased Level Cap: Achieve new heights of power as the level cap expands from 47 to 51.

 

· Share with Friends: Record all your victories with an automatic, opt-in social network system.

 

Allods Dead City Earth Shatterer

 

Soon everyone in Sarnaut will be drawn into the action as the war for the shattered world intensifies, and the Game of Gods has only just begun! Get a head start on the action and keep an eye on all future events and details at the official Allods sites for North America and Europe.

E-Sports @ OnRPG: January 20th Report

E-Sports @ OnRPG: January 20th Report

By Remko Molenaar (Proxzor), OnRPG Journalist

 

 

 

Unfortunately Kluey did not have the time to write this week’s E-Sports column due to exams so he asked me to write an article covering for him. As some of you may know I am also majorly into competitive games and just like Kluey I am also a big fan of Starcraft 2 and there is a lot to be said about it this week! Also there will be spoilers so skip the GSL column if you are not interested in the latest results.

 


MC

It’s a sad week in E-Sports if MC isn’t involved. This famous Protoss player that is not only known by his play but also by his attitude has made an unexpected decision today that no one saw coming. Last week you’ve read in the previous article that he managed to take the title in this year’s Home Story Cup and won a fair amount of prize money. After this successful weekend the news was announced that MC had officially left oGs and joined SK Gaming as a full time member. MC had represented SK in events out of South Korea since 2010 but will now represent SK fully in all tournaments including the GSL. Unfortunately this also means that he has to move out of the oGs house, and he will have to live by himself.

 

 

 

Fnatic

Lately the well-known European organization Fnatic had some trouble inside their StarCraft 2 team with a few great players leaving. Two months ago a great Canadian player with the nickname TT1 left the organization to pursue his career somewhere else and around two weeks ago KawaiiRice also decided to part ways with Fnatic. Many have been speculating for the last few weeks that Fnatic was going to announce a new player and last weekend Fnatic decided to release a few teasers to confuse the community even more. After their teaser video almost everyone was certain it would be a known Korean player and on Tuesday the 17th the news came out. Fnatic MSI announced their new player Jang “Moon” Jae Ho will be joining the squad of this European organization. Moon is a former legendary Warcraft III player that is known for his diverse gaming career and many successful tournaments. He decided it was time to fully focus on Starcraft 2 and was invited into the ranks in Fnatic.

 

 

IEM KIEV

This upcoming weekend the Intel Extreme Masters will be heading to Kiev to host one of the biggest European LAN events for multiple games. As a European competitive player myself I have been waiting for this event for quite some time, and I personally cannot wait for it to start. The Global Challenge Kiev will be hosted by one of the biggest European league host ESL and has chosen to bring along three of the most played games of Europe. They have announced total prize money of $93,000 dollar which is divided between three games. Teams of Counter Strike 1.6 and League of Legends as well as StarCraft 2 players will battle it out to take home a big prize purse along with a Trophy. Besides the regular ESL TV casters Joe, MrBitter and RotterdaM other well-known names like dApollo, Deman, Zenon, Phreak and ReDeYe will cast the Global Challenge Kiev from the 19th – 22nd of January.

 

 

GSL 2012 season 1

The Global StarCraft II League is one of the well-known tournaments in StarCraft 2. This Walhalla for basically every StarCraft 2 player is the biggest South Korean tournament that runs every month with the best players from all over the world trying to fight their way to the top. This well-known tournament is hosted by GomTV and everyone is able to watch live streams of the matches broadcast straight from Seoul. Unfortunately due to a new system many players have been kicked to the lower bracket already. Here’s a recap of what has happened thus far:

 

This week the E through H groups competed and many Code S worthy players went head to head, but unfortunately 8 of them were reduced to Code A after suffering defeat. The new Zerg player acquired by Teamliquid Zenio went third within his group and fell together with YuGiOh to Code A. In Group F, Genius decided to dance around his opponent refusing to finish off sC who fell to Code A along with JYP. In group G both MarineKing and aLive that are both fan favorites managed to advance easily without any problems. But in Group H there was an upset as PartinG, one of the best Protoss players, made his debut in Code S and managed to advance together with Puzzle forcing NaDa and Keen to Code A.

 

The eight players who advanced in the Code S are MMA, GuMiho, Genius, DongRaeGu, MarineKing, aLive, PartinG and Puzzle.

 

 

Best Paying E-Sports of 2011

E-Sports have made their presence known as a powerful industry in 2011 and shows no signs of slowing down. As its popularity grows, so to do the number of high profile sponsors and the prize purses related to each tournament. Now you might be thinking that it would be silly to dedicate your life and time to gaming but for OnRPG visitors unfamiliar with the kind of money we’re talking about, I’ve prepared the following list of best paying E-Sports in 2011.

 

#1 Starcraft 2 – $2,525,775

Well to be fair everyone most likely guessed and already figured out that this game would have brought in the most cash since it is a national sport in Korea and one of the most played games around the globe.

 

#2 DotA – $1,698,500

This was for me one of the biggest surprises I’ve heard and I never would have guessed an unreleased game would hit such a high mark. But to be fair DotA2 held an international tournament with the total prize money of 1,600,000 USD, making up almost the entire total amount. Still for a company to put such money cash into a single tournament shows how seriously they are about supporting this game for the long term.

 

#3 Call of Duty MW3 – $1,010,000

In third place is the most played first person shooter Call of Duty: Modern Warfare 3. Every year a new sequel gets released but somehow it always manages to sustain such a large community through each sequel transition. This popular game is mostly played on the XBOX 360 and is mostly seen in the major international tournaments and cups such as Major League Gaming.

 

 

This list shows that every popular genre is listed in the top 3 and most gamers are familiar with at least one of them. So if you are an avid gamer and never actually thought of competing, now you know what to start practicing to make a name for yourself in 2012!

Hhean On: Difficulty

Hhean On: Difficulty

By Jason Harper (Hhean), OnRPG MOBA Reporter

 

 

Despite playing, writing and thinking about MMOs for a good deal of my adult life, I’ve found myself increasingly dissatisfied with what the industry has been putting out in recent years. I’ve played near enough every major release, and a slew of minor titles, and yet I rarely stick with anything longer than a week. Hell, I only lasted a few hours on SWTOR before having to turn it off in dismay. While I have issue with the vast majority of MMOs that simply lift their ideas straight out of the WoW cloning facility, that particular dead horse has already been beaten so thoroughly that you might as well call it a horse-like smear at this point.

 

 

So, I want to rant about something that rarely gets talked about in relation to MMOs – Why are they all so damn easy? Now, plenty of MMOs have hard parts, often found in the end game, or a particular “That Boss” that causes you to snap a keyboard over your knee in frustration, but I can’t think of a PvE focused MMO of this generation that is a genuine challenge throughout. It has now been decreed from up high that all challenge is to be reserved for end game content and PvP.

 

 

Why?

 

What is so offensive about an enemy you have to think about overcoming? An environment that is genuinely dangerous rather than mere window dressing to the butchery of rodents?

 

 

Well, because it allows the game to be accessible to a wider audience, of course. If a game poses a challenge, then new players will be turned away. Emasculated and defeated, they will draw back, as a child who has touched fire for the first time. They will shun your carefully crafted product, and cease to give you that glorious, prolonged revenue stream that all MMOs need to turn a profit.

 

 

Instead, what is needed is for docile herds of players to roam in their pens, fed a constant stream of rewards and a torrent of cooing admiration that spews forth from the developer’s programmed automatons. “It seems the mayor was right about you.  Truly, no-one but the greatest of heroes, xXxNarutoDeath64xXx, could have defeated the vile Over Tyrant. Now that our troubles are done, I hear that the village down the road is also in need of aide” they say, dead eyes shining from the glow of your false lustre. No-one brings up the fact that the Over Tyrant wasn’t really threatening anyone, sitting in some corner of the woods and waiting, hoping, yearning for someone to end his miserable existence with a few fleeting attacks. His death was so swift, and your health bar barely moved. In the end, it truly was a mercy killing, not the epic confrontation that the lifeless puppets would have you believe.

 

It’s a known fact that no problem in MMORPGs is so great, that a dedicated army of Naruto clones can’t solve it

 

That’s where the money is – happy little creatures living on false platitudes. So the current thinking goes.

 

 

Thing is, there’s money in challenge. Potentially, quite a bit of it, in fact. There’s whole genres that live on the challenge that only a human mind can offer. The insane popularity of the FPS genre, the rising star of the MOBA genre, the Esports darling that is the RTS genre, and the freshly resurrected Fighting Game genre have made their money off of people’s desire to viciously dominate one another in a competitive arena. There’s MMOs that have realized there’s money here, dating back as far as Ultima Online. Unfortunately for MMOs of this type though, the numbers usually work out that these sorts of games start moderately large and then quickly die as the community cannibalizes itself. There’s money here, but it’s already a crowded market, and the path to success is littered with the corpses of those who came before.

 

 

So, can a game that avoids other humans as its source of challenge be a success? Again, I’ll look at the successes in other genres. Dark Souls is a prime example of a single player game that has done well in the current market by simply being known as ‘the game that is brutally difficult’. It’s a game that has been passed about with such good word of mouth that there’s now a massive petition to get it to the PC users who haven’t been about to touch this console exclusive release.

 

 

There’s more moderate examples too – Left 4 Dead is a co-op game (Which grouping in an MMO isn’t too far removed from, really), that was built with an AI director that deliberately punishes players at every turn, while still trying to keep them alive in the process. I doubt anyone could say that L4D and its sequel were failures by any means, and I certainly played them for longer than any MMO in recent memory. They had plenty of replayability simply due to the varied, constantly escalating challenge presented by the zombie horde and its robot mastermind. Is this sort of thing possible in an MMO? I doubt a complete copy of the director system is possible in an open world format, but a greater challenge would certainly encourage grouping once more. While I’m hardly one for yearning for the mandatory group sit-ins that older MMOs enforced, grouping up with a friend or two to make the grind a bit less tough is certainly an experience I wouldn’t be opposed to.

 

 

Easy content gets chewed up quickly, and is more easily forgotten. Hitting the max level in an MMO these days is not so much about scaling your own personal Everest and more a merry stroll to the hills. Getting to the max in under a month used to be considered the act of crazed, red eyed college students with no party invitations and nothing but time on their hands. Now it’s so normal that a large number of people consider the end game content grind of many MMOs to be where the ‘real game begins’. This practice not only runs contrary to the purpose of MMOs (Keeping people interested for long stretches of time), but also increases the costs on development. If players are going to chew through content at speed, then you need more content to get them to subscribe for that extra month, or pay for extras or whatever model the F2P MMO is using. That content is costing development money, which in turn means you need more paying players to recoup your losses, which in turn means you need more mass market appeal, which in turn means you need to make your game easier, which in turn means you need more cont- Oh look, we’re in this sinkhole again.

 

 

By comparison, most games of the 8 bit era got by on pretty much no content to speak of, and yet many are still being played to this day. This was for the exact same reasons too. They sought to save on development time and keep both costs and memory low, while forging intensely difficult challenges ensuring repeated failure to prolong the quarter based revenue stream at the arcades. While I hardly want some of the cheap deaths of older titles inflicted on players in the modern era (Moving invisible platforms. Really, Capcom?), I’d love to see a tougher game with all the more recent headway in design and development put on show.

 

 

Harder areas take longer to overcome, so you’ll spend more time in that space, rather than breezing by it at speed, so you have less need to make an overwhelming amount of content. What’s more, because players will spend more time there in a heightened state of alertness, they’ll actually be able to recall parts of your world with far greater clarity than before. When you know that your success or failure depends on intimate knowledge of your environment, you get very knowledgeable, very fast. This in turn means that a game is going to reside in the head of a player for longer, making plans about how to approach this and that while they aren’t anywhere near a computer. Engaged players play for longer, and are more likely to talk about the game to their friends and coworkers. Hell, the reason people all remembered Hogger from vanilla World of Warcraft is because a creature that’s actually capable of killing you is such a shock to the system that it causes you to remember his name and where he lives so you can reap horrible vengeance at a later date.

 

 

Of course, all of this does have the downside that more effort has to be expended on those areas, but polishing up a location to make it as good as possible often makes a better impression than having grand plains of dull, bland nothingness. I’m looking at you, Final Fantasy 14.

 

 

The other real issue with difficulty is knowing when to turn it off. Having everything be hard, all the time in a relentless barrage of pain is simply too much for the prolonged play periods that MMOs encourage. Having peaks and troughs is the way to go with these sorts of things, as is the case in other genres. The problem at the moment is all you get is trough right up until the moment you hit the massive wall that is end game content, where a game switches gears from ‘kid gloves’ to ‘murder simulator’.

 

 

What also gets me is this – World of Warcraft was released seven years ago, dammit. While the game was a hit because it invited new players into the MMO genre, we now have a massive number of people who know exactly how these sorts of games work. All of those people know how to hunt down rodents, how to cycle skills, and which NPCs to talk to. Why then do we all have to start with only one skill every time we boot up a new title? Is two, maybe three skills too much to ask? While there’s an argument to be had that this is a ‘tutorial’ section for the game, and you shouldn’t be burdening the player with lots of information from the get go, I am pressing four buttons to simply move, and making use of however many inputs and other fiddly bits my mouse can fire into my computer. When you start up an MMO for the first time, it is more complex to walk over to your first quest dispenser and click ‘accept’ than it is to kill your first enemy!

 

 

If you want to simply chill out in games, that’s fine. The market should cater to those who don’t want to be taxed. Older players are all supposed to just want to relax after a hard day of work, and I can certainly see that as being entirely logical. There’s times when I too just want to vegetate after a busy day. However, some days I don’t watch to switch off, I want to take on something ball crushingly hard so I can brag about it to my friends to break up the monotony of the rest of my existence. Why is that an experience shunted to the fringe of most, if not all MMOs? Why do I have to escape one kind of monotony into worlds that only offer me monotony of a different sort?

Diablo III: Core Mechanic Changes Delay Release

Diablo III: Core Mechanic Changes Delay Release

 

 

 

Today the Diablo III official blog shared key gameplay changes with the world, as well as addressing the most popular user concern: “where is our game?!”

 



Scrolls of Identification are now gone. Items still need identifying but the player no longer needs to waste bag space carrying around scrolls, having the ability to appraise items in the field whenever they wish.

 

 

The Mystic Artisan is also gone, as her item customization was “superfluous” to the game. While the artisan might make a return in the future, removing her now should hopefully bring the game release forward.

 

 

The Cauldron of Jordan and Nephalem Cube are both gone, so players now must make frequent trips to town to empty their inventory. To replace the Nephalem Cube, town blacksmiths will now be able to salvage items along with their other duties. On top of this, white quality items can no longer be salvaged.

 

 

The Diablo II method of monsters “exploding” in a shower of (mostly useless) items also makes a glorious return.

 



To offset this new torrent of items, the ‘Stone of Recall’ has been changed to a ‘Town Portal’ spell, allowing players to easily move to and from the battlefield. Blizzard claims that doing this allowed players to “take a break” from combat as well as make more tactical decisions about the items they pick up, use, and sell.

 

 

Most importantly is the overhaul to character stats. The entire stat model has been thrown out, and the new stats will hopefully simplify the game. Each character now largely has its own stat (Barbarians use Strength, Demon Hunters and Monks use Dexterity, Wizards and Witch Doctors use Intellect, and all classes benefit from Vitality). While this means that items are now largely tailored to one specific class, having to overhaul the entire item database will undoubtedly take time.

 

 

Finally – and on a slightly duller note – the blog hints that the skills and runes systems are receiving a major rework, potentially pushing back release even further. While no information has been released yet, Blizzard’s ‘Soon™’ stamp is all over this new revelation.

 

 

Blizzard justified the changes as being necessary to make a “great game”, and while this news has incited the rage of many Diablo fans, it may be these “necessary” changes that make the game truly worth waiting for.