Yearly Archives: 2007

Cronous Launches Commercial Service

Seoul, Korea, August 13, 2007 – Sang-Wook Lee, CEO of Lizard Interactive Co., Ltd., announced today that Cronous will launch its Commercial Service this August.

Cronous will still be Free to Play online but will also include an Item Shop where users can buy premium items. Introduction of its commercial service will not affect overall balance of the game it will just add more fun for the players.

CEO Sang-Wook Lee said “With the support from all gamers and fans of Cronous, we were able to successfully conclude both CBT and OBT. I assure you that, with the launch of commercial service, we will implement well-systemized game management and various updates to provide better service for you.”

Along with the launch, Cronous will be having an Item Shop opening event and the Grand Update of Episode 5 including new zones of Hover Island, flying ships and boss monsters.

The flying ship, called Narsha, is a means of transportation to get to Hover Island. Hover Island consists of the River of Resurrection, River of Flame, River of Ordeal, River of Hero and Monster Mill. In these new zones, users will be able to acquire materials to create new weapons.

Another feature to focus on in the coming update is the new boss Jakiel. Being one of 5 Advocates of Macuapel, Jakiel controls the Monster Mill, researching and seeking ways to resurrect Macuapel. With items that would be dropped when Jakiel is defeated, gamers may create and acquire the rarest of items with fortified magical damage.

Lastly, but not least, a unique growth item that is not found in any other games is included in the update. Cronous has adopted the Growth System which means that as a character gains experience and grows so does the item. Growth items will have different characteristics depending on the propensity of the gamer in battles. Gamers can name their growth items and, if successfully raised, have it remain in the Cronous forever.

Developers of Lizard Interactive emphasized that Cronous has fast speed and verisimilitude like Diablo and strong online community with vast content. They are also convinced that it has the essential elements to be the best MMORPG available.

Tales of Pirates: ver 1.36 – Union War Expansion Released

IGG is glad to announce that the new version 1.36-Union War Expansion will be officially released in Tales of Pirates (http://top.igg.com) on Tuesday, August 14, 2007, at 9.00PM EST(GMT-5).

Important changes regarding new Version
1. Reset of Security Code
When you enter Ver.1.36 for the first time, you will be asked to enter a new Security Code, please be sure to keep the code in mind! If you forget it in the future, you will need to contact customer service to reset it for you through your registration E-mail, and it will take about 7-10 working days.
2. World & Trade Channel Charge
To keep good control of the World & Trade Channel Spamming, in Ver.1.36, players will be asked to pay certain fee if he/she wants to speak in the World or Trade Channel, and the charge will be:
If you speak for the first time, you will have to pay 200 coins; then in the next three minutes, if you speak for the second time, you will have to pay 200 X 2 coins; for the third time, 200 X 2 X 2 coins, and so on.
Also, some other changes in the new version listed below:
•New Life Skills
•Mirage Cities
•Star of Unity / Partying System
•Chaos Argent
•Abandon Expansion
•Furnace of Immortality
•Rebirth
•Fairy Marriage / Fairy Skills / Fairy Evolution
•For more detail about them, please view the official site: http://top.igg.com/index.php.

Ver.1.36 Update Patch
IGG will provide a new patch as well for updating and the completely version game client. IGG officially recommended to download a complete client.

Transformable Armor Is Coming

Many of us have watched the movie Transformers. We all love it! Now in our MMORPG Age of Armor, We are preparing to some similar elements.

The usage of good visual engine provides a realistic environment in the game. And the flexible camera enables players a comfortable control in the game. Many special effects are also added in the game, which will make players feel excited when they are fighting with their enemies.

Our aim is to make our game a paradise for the fans of transformable armors. In Age of Armor, players can assemble their armor freely. Of course, a suit of armor will be more powerful. There are more than 60 suits of armors and more than 300 kinds of weapons in Age of Armor. In order to combine the concepts of “Armor”, “Science” and “Military Tactics”, we allow players to improve their armors according to different conditions, and transform into special status. These make the battle more flexible, competitive and fun.

Come to experience the Cosmos, Earth, Iceberg and Transformable Armors in Age of Armor!

GodsWar Feature: Dual Class System

To choose a class is the first issue when people start the game. In GodsWar each class has its own characteristic progress with thorough occupational planning. In addition, there is also a dual-class system. Apart from the current class there is another optional class for players who still have spare energy. Or say two classes of skills focus in one character. Players can use these two classes in turn and they will complement each other.

In the previous text we have already talked about job transfers. In this section we will continue introducing the job transfer ability of the Dual Class system. With this system players can possess two classes simultaneously: Warriors and Mages. Players can transfer a job only when both classes of the character reach a certain level and get the required items for a job transfer. The Dual Class system endows players with the merits of both classes and makes a big difference when in use in the game.

1. Second job transfer for Dual Classes
Battle Mage: They can also fight targets in short distance and have multiple resistance compared with normal mages. They are called as scholars at war or Books in the fire.
Druid: They are close to nature and master all kinds of animal languages. Druids hold the secret of nature’s power.
Defender: They have supreme defense and an iron will. Usually, they are somewhat willful.
Guard: They are always alert to their surroundings and protecting their comrades-in-arms. It is said that in a Greek Phalanx, soldiers used their shield to defend the comrade-in-arms to his left.
2. Third job transfer for Dual Classes
Spellbinder: They are wise scholars, living on their eloquence. There are many spellbinders who are philosophers as well.
Thane: They have good balance in each attribute. They are competent as a leader in war.
Spellbreaker: They are highly immune to spells; they can even convert the power of spells into their own.
Ranger: They hide themselves in the woods or just keep wandering as a paladin. They are yearning for freedom. Nobody can impact their pursuit.

3. Fourth job transfer for Dual Classes
Soothsayer: They are scholars who can clearly review the past, the situation right now and predict future precisely. They are called prolocutors of deities.
Troubadour: They are travelers who love poems and travel around the Mediterranean. They are often called history’s witness.
Paladin: They are the combination of cavalier and cleric. They can both attack and defend well while fighting from a short distance. They can give hard blows to the target while actively protecting other members of the group.
Guardian: The best bodyguard in the team. With their help the team can focus on an attack or a retreat.

New Payment Method for Tales of Pirates Players

All Tales of Pirates friends will be delighted to hear the news that IGG has partnered with ClickandBuy, one of the market-dominating companies for Internet payment systems and enables profitable online business with e-commerce and paid content.

IGG (http://www.igg.com), a new leading publisher and developer of online games announced that a new payment method for players—ClickandBuy has gone into effect in Tales of Pirates (http://top.igg.com/index.php) Item Mall from 10th, August.

ClickandBuy supports international and national Debit and Credit cards, Direct debit, Pay-per-Invoice, bank transfers, online money transfers and phone bills. Phone bill special: For UK, Switzerland and Mexico, ClickandBuy enables direct billing on the phone bill (No 0199-service numbers!) because of an exclusive agreement with the local Telcos (BT, Swisscom, Telmex). For the US, ClickandBuy provide billing items on phone bills for nearly all US states.

For details, check out the TOP Item Mall (http://top.igg.com/bill/item.php).

Now Transform!

According to the official history, the human race has endured some unexpected exist stages, the break up of the Mars Colonel and the Earth Union, because of the greedy union deprive the Mars too many privileges. The residents on mars formed their own government called Aesir Public and fought against the Earth Union.
The both side have fought against each other for long time, and now, they have to face another threaten as the third force –Daron Cult. Thus makes them lack of military forces. The both sides realize that their current weapon can not ensure their soldiers’ lives under such Sevier environment, so the both sides take their priorities on developing new generation of armors—Transformable Armors. Though the transformable armors was first founded by the Aesir Republic, the Earth Union Soon Surpassed it by advanced science and technology, brought the skill to real battle.
At present, the two sides both have developed their first new transformable armors. Those armors are now in their last experimental stages, and they will be put into battle soon. What you need to do now is to make yourselves master all the armors you need, and wait for your first transformable armors. They are coming soon!

Voyage Century: Pets Comic Spotlight

The VCO team (http://vc.igg.com) has decided to hold a comic contest: "VCO pets" from August 9th, 2007 to September 9th, 2007. This one is a bit different from the long term one currently in the forum, this is an independent event. The winner will get precious Dragon Equipment.
This event is open to ALL players in Voyage Century
Location: Event Zone in VCO Forum (http://vc.igg.com/forum/viewtopic.php?t=18404)
Rules:
1)Photos should be JPG format, less than 300K. You are considered to be a participant when you post your work and personal information in the appointed zone. Please ensure your works don’t contain any viruses. The personal information listed here are necessary: your account, server name, character name, the gender of your character and weapon used etc.
2)All entries should be in Comic Strips. You can add brief account to your work.
3) All entries should be themed on VCO pets.
4) All entries should be original. Plagiarism is strictly prohibited.
5) If there are entries that appear to be common in content, the first one posted will be valid.
P.S.: You can use the PrtScr on the keyboard to get a screenshot, and then save it with the default format jpg in the folder ScreenShot under the VCO game client. Of course you can edit it by Photoshop or ACDsee or other picture software and then finally save it with the jpg format.
Reward:
First prize (3): A set of Golden Dragon Equipment (Helmet, Armor, Weapon)
Second prize (5): A set of Green Dragon Equipment (Helmet, Armor, Weapon)
Third prize (10): A set of Flame Dragon Equipment (Helmet, Armor, Weapon)
Honorable Mention (20): A Gift Brochure
Click here(http://vc.igg.com/forum/viewtopic.php?t=18404) for more information.

2nd CB Delays untill the end of August

As our servers in North America are very stable and the cable service is also splendid, we decide to add a dungeon area named “Exotic Planet” for those lvl15+ players.
For this reason, we have to upgrade our client to add the new item in it. Here we want to say sorry that the 2nd close beta test will be postponed. We do not want this happen, but to make sure everyone can enjoy the best content of AoA, we made this decision after serious discussion. We do not want to keep anyone waiting; we expect to see you in our game too. Many interesting activities have been arranged to make up the time that we have to wait for.
Thanks for your support to AoA. We will do our best to provide you an interesting game

Warhammer Online Interview

Questions by Brian Perry Jr.
Answered by Richard Duffek WAR Community Coordinator

Onrpg: Since most of our readers are familiar with the basic premise of Warhammer Online, I would like to dive right into the community aspects of the game; specifically as to why you decided to do not only a video podcast but also have these little cell phone video updates usually showing a lighter side of the office.
Richard Duffek: With everything we do, we want to show how incredibly passionate the team is about making the game and provide an insider’s look at its creation. Anyone can send out stuffy sounding press releases or release highly polished talking head video that shows their company in the best of lights. With the Video Blog, we want the community to see what goes into making this game, warts and all, and to see how much fun we’re having behind the scenes. Plus it gives us more opportunities to put Paul in front of the camera, which is never a bad thing.
The Podcasts give us an opportunity to provide detailed, instructive and entertaining information to the community. Reading a second or third-hand interpretation of a quote from an interview that took place during the fourth day of nonstop press interviews at a major convention can lead to confusing or conflicting information about core elements of the project. The Podcasts let us provide definitive, specific information to help clarify things we feel are important. It’s also a chance to do some goofy stuff if we are in the mood.

Onrpg: After scouring the internet I pulled up an interview where it was mentioned that the “open beta” will not be something that everyone with a modem can participate in. Why was this decided, and do you anticipate any negative repercussions from your community due to it?
Richard Duffek: While it is true we won’t have the “everybody and their mother” open beta as you described, it certainly won’t be as restricted as our current closed beta. We’re planning to have a LOT of people in our beta test before all is said and done. If you really want to get in, there will be a way. We just don’t plan on allowing the uncontrollable chaos that comes from letting everyone within remote proximity to an internet connection download and “test” the game. It’s hard to keep the signal-to-noise ratio at a reasonable level when you are letting everyone and their mother download the game and try it out.

Onrpg: Fairly recently the release date for Warhammer Online was pushed back to Q1. Were there any specific reasons you can share with us that lead to this?
Richard Duffek: It is really comes down to the fact that the team has learned an incredible amount over the past two years and saw ways that they could improve upon some of their earlier efforts. There were things being done in the Empire and Chaos zones that made the game really come alive and brought the fact that there is a war going on home to the players. We wanted the extra time to go back and revamp the Greenskin and Dwarf zones based on these learnings.
Based on the response to the beta and builds we’ve been showing off on the road, we did the right thing. We knew we had the makings of a good game, but we want WAR to be a GREAT game. So we made the decision, as painful as it was, to push the release date back and make the game as glorious as possible.

Onrpg: Most people agree that Dark Age of Camelot was and still is among the best PvP (and RvR) MMORPGs on the market. How is that experience carrying over to Warhammer Online?
Richard Duffek: RvR is what we do best. The experience Mythic has from creating DAoC is a big part of what will make WAR one of, if not the, best RvR games on the market. We’re taking what we learned during the process of DAoC, the good and the bad, and kicking it up a couple of notches for WAR.

Onrpg: Will anything happen if one side gets a severe population advantage over the other?
Richard Duffek: Next Question! Population imbalance is always a concern for RvR-based games. There is an ebb and flow to things and populations do (and will) fluctuate based on any number of factors (patches, new content, momentum, zombie outbreaks, the price of tea in Zanzibar, etc.). That is why it’s important to expect it and plan accordingly. One of the first things to recognize is that you can’t really STOP population variance, so you need to develop ways to prevent it from hurting the game.
This is one of the major reasons that Scenarios are going to be so important. By providing controlled, balanced RvR via the Scenario system and by placing heavy importance on the outcome of those Scenarios, it will be possible to mitigate a great deal of the “harm” population imbalance can cause.

Onrpg: Collision detection in a PvP setting is something that almost anyone who has played a front lines-type character has been begging for since the creation of the genre, yet has been denied by other companies due to “technical limitations”. How can we expect it to work within the game?
Richard Duffek: Absurdly well! Collision detection is a feature we’re very proud of because it can have a very positive impact on the RvR experience. First of all, it eliminates the irritating behavior of a target running through you to either stay out of sight or to execute positional attacks. It seems like a minor thing, but it dramatically improves the overall feel of combat.
Second, it will add a much needed tactical layer to combat as players will be able to create formations on the battlefield to maximize the effectiveness of their party. They will be able to create walls of protection and attackers will need to find ways to deal with this. No longer will people be able to zip through a ten-foot Black Orc with an eight-foot shield to take out the little Shaman in the back.

Onrpg: Many eager players got their chance to try the game hands-on at Games Day 2007 in Baltimore, and have been posting their experiences with it. Have you been taking anything said by them either at the event or online into considering?
Richard Duffek: Most definitely. I have a presence at almost all of the WAR Fansites on the web and I’m constantly reading and gathering feedback, especially after any live gathering where people tried out the game such as Baltimore Games Day. This information is then relayed to the dev team to consider and address.

Onrpg: How closely are you working with Games Workshop, and have there been any major disagreements or “ah-ha” moments where everyone had the same thoughts at the same time?
Richard Duffek: Everything we do concerning WAR is done hand-in-hand with Games Workshop. Absolutely nothing gets put into the game that they haven’t signed off on. The closest thing we’ve seen to actual “disagreements” generally come in the form of amusing cultural differences. I was, for example, not aware that the phrase “follow through” has a rather scatological meaning in other parts of the world. One of the guys from GW was surprised, and a little confused, when we kept trying to use it as the name of one of the Dwarf Hammerer’s abilities. Needless to say, we removed that one from all of our documentation.

Onrpg: Is it more difficult working with an established intellectual property or an original one?
Richard Duffek: Both options have their own pros and cons. With an original IP, it’s your world; you’re free to do whatever you want in it. If you want 20 foot tall green bunnies with pink ears and horns, you can do that. It doesn’t matter as there are no ‘rules’ or guidelines to prevent you from doing it; you’re creating the rules and guidelines as you go. The downside of course, is there is no established fan base in place, and you might not find many people out there who like 20 foot tall green bunnies with pink ears and horns.
With an established IP though, you have that established fan base. If you make a great game out of that IP, there are people out there foaming at the mouth to play it. However, their expectation are going to be high, and if you mess up the game they’ve been waiting ages to be made, they’re likely to hate you forever.

Onrpg: Many game companies are churning out MMOs with the hopes of it lasting two or three years to make a quick buck, only to spurn their fans. How will Warhammer Online be different from this?
Richard Duffek: Mythic isn’t new to the online game genre by a LONG shot. We’ve been making online games for over 15 years. We’re not here to make a quick buck on the whole “MMO fad” like the companies you mention. We love this genre and we love MMOs, both making and playing them. With WAR, we’re not trying to make a game that will make us a quick buck, we’re making a game that our players will love, for years to come.