Monthly Archives: June 2011

Operation Gamma 41

Operation Gamma 41 is a browser based militaristic strategy game that takes place during the peak of World War II. Take up arms as either the Allies or Axis and wage war for dominance. However be prepared for a twist as a mysterious third faction intends to overthrow both sides with powerful unknown technology!

Features

Two Faction System: Take up arms as Allies or Axis and brace yourself for a fatal encounter with a mysterious third faction.

 

Varied Combat Modes: Challenge your rivals in intense Arena Duels. Or Form up with your friends to forge alliances in large scale PvP combat.

 

Recruit or Create War Heroes: Choose between various customizable, powerful, upgradable war leaders with unique skills to change the tides of war. Or you can create your own unique hero from scratch!

 

Direct Battle Control: Command your formations of Air and Ground troops in live action combat. No passive battles to be found here.


Unlimited City Expansion: Build your base as large and powerfully as your enemies allow you to! The sky is the limit.

New Early Access Column Preview: Realm of the Titans

New Early Access Columns Coming Soon: Realm of the Titans Preview

By Darren Henderson (DizzyPW), OnRPG Journalist

 

 

Hey OnRPG viewers!  This is DizzyPW bringing a special update about my next Early Access column. On the week of July 11th, I will be flying out to Santa Clara to get some near exclusive early access to Aeria Games’ upcoming DotA inspired hit, Realm of the Titans.

 

Those familiar with our Eden Eternal series should know that this means OnRPG will be bringing you the earliest and most in-depth look available for Realm of the Titans that you will find anywhere. So stay tuned 2 weeks from now to learn how Realm of the Titans stacks up in the ever increasingly competitive DotA strategy gaming market!

 

To tide you over until then, we have a short discussion of the Realm of the Titans “Crystal System.”

 

 

The Crystal System in Realm of the Titans is an upgrade system that rewards dedicated players for multiple matches. It features all of the following:

In-Game Bonus Skills – Base Titan skills spice up combat by offering a set of bonus skill options prior to each match. Use Titan skills to supplement your hero-specific skills

 

More Victories, More Boosts – After each match, players receive Battle Points (BP) and valuable rewards, depending on your in-game performance. BP unlocks the Crystal upgrade system for Titan skills. Use your match rewards to upgrade Titan skills via the Crystal system.

 

Permanent Upgrades – Available Titan skill upgrades include mana cost reduction, cooldown time reduction, range increase and many more.

 

Customize Your Strategy – Heavily invest in a handful of Titan skills, or spread earned upgrades across them all, depending on your play style.

 

 

You can get a closer look at this system by checking out the image section of our Realm of the Titans Profile Page. Realm of the Titans is promising to change the way Multiplayer Online Battle Arenas are done with a slew of new features ranging from mounts to multiple trap filled battle maps. But if you want more juicy details, you will have to come back in July!

Dragon Nest Open Beta Confirmed

Dragon Nest Open Beta Date Confirmed

 

 

 

Nexon America concluded the closed beta testing phase last week for Dragon Nest, the highly anticipated online Action RPG developed by Eyedentity Games. Nexon is using the data collected during the closed beta to enhance and improve the game, which is set to launch later this summer.

 

 

Here is a sample of what players accomplished during the closed beta test:

 

  • A concerted effort: more than 12,000 players from the United States, Canada and Australia collectively logged nearly 140,000 hours of gameplay during the CBT’s five day duration

 

  • An epic journey unfolds: 467,820 quests were completed by the intrepid beta testers

 

  • Masses of monsters: adventurers slew a total of 265,873 boss mobs

 

  • Leveling up and feeling the power: players learned a total of 196,430 new skills

 

 

“The closed beta test exceeded our expectations considering the participation levels and the feedback we’ve been getting from players,” said Davy Garaix, Dragon Nest producer at Nexon America. “The data we collected from the players and the responses they are providing via the Dragon Nest forums is proving invaluable as we continue to refine the game and make adjustments to the content and features.”

 

“One good example of actionable feedback we’ve received so far relates to the empowerment system,” added Garaix. “Players found the system difficult to understand, so we’re making adjustments to improve how the empowerment system is explained to players.”

 

 

Beginning July 26, residents of the United States, Canada and Australia will be able to join Dragon Nest’s open beta test. Details about how to sign up will be provided in the near future.

 

Launching this summer for the PC in the United States, Canada, and Australia, Dragon Nest combines fast-paced action with an engaging story and distinct art style, and will be free to play. Dragon Nest follows the story of a band of adventurers as they battle the corrupt dragons and their followers in order to save Verathea, the once pure and beautiful world created by the goddess Althea.

Conquer Online’s Summer Guild War Event Returns

Conquer Online Summer Guild Wars Event Returns

 

 

TQ Digital announced today that Conquer Online will be holding a Super Guild War Event in August. This event is the equivalent of a Conquer Online PvP Superbowl, and players across their servers have been anticipating the return of this event for an entire year!

 

 

Once again, this summer the flames of battles will be lit and war will rage throughout the greatest guilds! The horns are being sounded for the coming of the Super Guild War! More blood will be spilt, and more heroes will emerge as champions! The never-ending war has intensified in the name of honor, glory and the ultimate dominion over the land of Conquer!

 

 

Start prepping for battle now. You have less 2 months to prepare for this test of might. Some of the greatest rewards in Conquer Online await the victors so don’t miss your chance!

Meta’s Verse: City of Heroes Brian Clayton Interview- Freedom

Meta’s Verse: City of Heroes Brian Clayton Interview- Freedom

By Meticulous Meta, OnRPG Journalist

 

Meta reporting in. I’ve been on the ground working overtime to bring all the coverage of the big upcoming F2P changes occurring in City of Heroes. Luckily I had the opportunity to sit down with Executive Producer Brian Clayton and talk about Freedom and Issue 21 to get answers to some questions that were on my mind shortly after the announcement that City of Heroes would be adopting a Free to Play model. I hope you find them as eye opening as I did.

 

Meta: Will we still have access to Galaxy City outside the tutorial? If we do will Galaxy City look messed up or will it look as we know it to be now?

Brian: You can access the original Galaxy City by travelling back in time through Ouroboros. But the new and devastated Galaxy City is far too dangerous for players to go back to. It’s a no man’s land that even the Freedom Phalanx is having troubles with.

 

Meta: Can you narrow down when we should expect Freedom to go live?


Brian:
City of Heroes Freedom will definitely launch later this year. We’re not announcing the specific date yet, but I can tell you that we kicked-off our closed beta test on June 21, in conjunction with the announcement.

 

Meta: What will happen to the veteran badges?

Brian: They’ll still be there, but in a new and improved form. Players will keep all of the badges they’ve earned, and they’ll be able to earn the ones they don’t have (including new ones) in the new Paragon Rewards program.

 

Meta: Will VIP status cost the same as monthly subscriptions do now?

Brian: Yes, there will be no change to the subscription price. It has been a priority from the beginning to provide more value than ever to our subscribers with Freedom at the same subscription price.

 

 

Meta: Can you tell us which Archetypes will be available to those who choose free to play?

Brian: New Free players will have access to Blasters, Defenders, Scrappers, Tankers, Brutes, Corrupters, Dominators and Stalkers. However, returning players (or Premium players) or players who choose to downgrade their subscription, may qualify for access to the other 4 archetypes based on their status within Paragon Rewards program (more info on this in the weeks to come).

 

Meta: With the progression of the Praetoria story will we be seeing Praetorian epic archetypes in the future?


Brian:
You never know… It would be premature to comment on this right now. But as you can see, we still have a lot more great stories to tell in Praetoria, particularly with Issue 21: Convergence.

 

Meta: For those who decide to go to Premium what will happen to characters who have existed already but are archetypes that will be unavailable to them?

Brian: As mentioned earlier, access to certain archetypes are going to be tied to the new Paragon Rewards Program. New Free players will need to grow their status within the Rewards Program to gain access to those Archetypes.

 

Meta: In the past there was early access to new power sets. Will we be seeing this as an option for Time Manipulation?

Brian: Our current plan is that VIP players will have access to Time Manipulation on launch.

 

Meta: What kind of in game benefits will you be able to get with reward tokens?

 

Brian: You can use Reward Tokens to unlock the Veteran Rewards that are available today with some additional perks, AND you can use them to access awesome new consumables, powers and costume sets. More details on the Paragon Rewards System willbe released in the coming weeks.

 

 

Meta: Can you tell us which content and rewards will be available only for VIP?

Brian: If you are a City of Heroes subscriber today, you’re going to have access to all of the content and rewards you currently have when you become a VIP player. On top of that, you’re going to have access to Signature Story Arcs every month, 1 free server transfer/month, access to a new VIP-only server, 400 paragon points per month to spend in the store, live customer support, and that’s just for starters.

 

Meta: It was mentioned that stories would be wrapped up. Is there anything more you can tell us about it in light of all the new living world content that Freedom will be bringing to us.

Brian: We’re working on concluding the Emperor Cole storyline in Praetoria, but that’s just the end of one chapter of the story. As you’ll see in the Signature Story Arcs, there are some amazing events that will come to Paragon City and the Rogue Isles, even bigger than a meteor strike.

 

Meta: Champions went free to play recently, are you taking lessons from their successes?

Brian: We follow everything in the online gaming space. I believe the online games that will be most successful with this type of model will be the ones who fully embrace it. We’ve been working on the Freedom initiative for well over a year and believe that to have long-term sustained growth you can’t just “flip a switch”. For example, Freedom is well-suited to a hybrid model thanks to its massive amounts of content and the fact that we’re taking steps to break down barriers to the game. This includes introducing an awesome new tutorial experience as well as enabling new players to jump into the game within five minutes of hitting “download.” Not to mention, adding more value to subscriptions through our VIP benefits and Paragon Rewards program are ways we’re making sure that we lead in this field rather than just take lessons as well.

 

Meta: About how long will the new monthly mission arcs take? Will they be like the recent trends in task forces and be on average an hour long. Or will it take a longer time to complete them?

Brian: Each Signature Story Arc will have around 6-8 missions total, featuring hero and villain content. Because this content is single-player friendly, players will be able to play them at their own pace. These missions will feature epic moments within the CoH story and players will likely play this content multiple times.

 

Meta: Will Premium players have access to the Incarnate System? If not what will happen to the Incarnates they already have?

Brian: First, let me be clear that Premium player will never completely lose anything they’ve purchased or earned. In the situation you described above, those characters will still be available, but the Incarnate Powers will be greyed out. Premium players can simply re-enable access to those powers by becoming a VIP subscriber.

 

 

Meta: The decision seemed to come out of nowhere. When was it decided that you would be adopting a free to play model?

Brian: People may have been surprised by our announcement because we’ve been doing so well and now we’re ready to do more.

Again, we’ve actually been planning for this change for over a year, making major improvements to the game’s hardware and software back-end, as well as our development structure and process. We feel Freedom is the best way to provide the most value for our subscribers. We have more resources now than ever before to deliver great MMO content, as you can see from Issue 20 and the recently announced Issue 21 content we’ve disclosed so far. We’ve been an industry leader for over 7 years and continue to be the world’s most popular superhero MMO. Over the past few years, MMO players have been enthusiastically embracing “choice”. By making the transition now, we’re putting our stake in the ground as a leader in the industry, helping to define the future of the MMO gaming space.

 

Meta: Was Issue 21 made with Freedom in mind or has it been altered to work with it?

Brian: City of Heroes Freedom and Issue 21 were always designed to go hand in hand. We wanted to lower the barrier to entry for all of our players, and ensure that they had access to the best content we’ve ever created. The development team has truly outdone themselves in regards to the quality of the content coming in Issue 21.

I’d like to say a big thank you to Brian who took the time to answer these questions for us. I can’t wait to see what Freedom and Issue 21 will be like. Now if you will excuse me I need to check my mail and see if I got a beta invitation.

EpicDuel Releases Largest Expansion Yet

EpicDuel Releases Largest Expansion Yet

 

 

 

Artix Entertainment announced today its popular PVP MMO EpicDuel will be releasing a new Delta phase of the game this Wednesday, June 29th, 2011.

 

 

EpicDuel is Artix Entertainment’s only PVP MMO game where players level up and climb leaderboards by battling against each other. Like AE’s other games, it is updated with weekly releases of new content such as new armors, weapons, quests, and areas. Delta will be the game’s biggest release to date; it will change the entire battle dynamic of EpicDuel.

 

 

In the new release, players will see the addition of three new class evolutions – these are upgraded (or evolved) versions of existing character classes with extra skills and abilities. Players will have to learn new strategies for playing and defeating players with these new classes. Also, Delta release will bring one of the most anticipated mechanics to the game: the all new 2v1 boss battle mechanic where for the first time, EpicDuel players will be able to team up with a friend to battle ultra-powerful bosses.  Aside from these battle-changing additions, the developers have also completely redesigned Fortune City (the main city in the game), and will be releasing a powerful new sword, new NPCs, a new achievement, and even some top-secret things that you’ll have to log in to find for yourself!

 

 

 

WHAT: EpicDuel’s biggest release ever

WHEN: Wednesday, June 29th, 2011 at 6 PM EDT

WHO: The AE team and YOU!

Rising of King

Rising of King follows the familiar genre of browser based strategy games. Choose from one of 3 empires and begin your quest to construct a bustling town economy that will eventually power and fund your army in the race to acquire more resources and land from your weaker unsuspecting neighbors.

 

Rising of King lets you recruit hero characters to lead your forces as the brunt of your damage. Hero customization includes purchasing or crafting armor, enchanting it, and moving your Heros and troops around the map to take part in various quests and battles.

 

Novice protection is active in Rising of Kings. A detailed comprehensive tutorial will set you on the right track and get your in tip top shapre before your 180 or so hours of novice protection expires. Once it does, it’s every man for themselves so be sure to access the easy to use Guild Recruitment menu to find allies to protect you in the early days.

League of Legends: Alas, Poor Yorick

League of Legends: Alas, Poor Yorick

By Jason Harper (Hhean), OnRPG Journalist

Patch v1.0.0.120

 

 

I knew him, summoners. This is the patch v1.0.0.120 article for League of Legends, the game of infinite jest. This patch includes a massive number of champion changes, reworks to how shields interact with champions, making gold per 10 items unique, a reworking of the rewards for death and kill streaks, reworks to vampiric healing, and Yorick, The Gravedigger. The fact that we skipped .119 and went straight to .120 is appropriate, since this patch really feels like two patches in one, by its sheer size alone.

 

Yorick is a burly damage dealer who uses a variety of summoned minions to make himself one tough customer in a scrap. At least, that’s what he’s intended to be. In actuality his minions don’t really live long enough to allow that sort of play, so he winds up being some form of weird mid range AD mage. His intended playstyle is likely meant to be similar to Trundle, using an ability to slow the enemy rather than leap at them, then spamming a strong melee attack until they die. In practise, he’s a moving lump of meat that drifts about the map without much rhyme or reason.

 

 

If you’ve come for the usual “Should you buy this guy?” bit I put at the end of these articles, you can stop right here. He’s awful. Truly, thoroughly bad. Lee Sin at launch looks like Hercules on steroids compared to this waddling sack of uselessness. Buy him as he is right now only if you want to troll your friends, or have a genuine desire to lower your ELO.

 

His first major problem are that his ghouls, while an interesting idea, don’t live more than a couple of seconds, and die even quicker if someone actually hits them with say, one of the numerous area of effect attacks in the game. This wouldn’t be so bad if the abilities themselves were very good and the ghouls were just an added perk (Much like Annie’s Tibbers, or Malzahar’s passive), but each one of his abilities seem to just dribble out onto the battlefield with the sound of a wet fart.

 

This is mostly noticeable with his main gap closer, Omen of Pestilence [W], which gives a 20-40% slow for 1.5 seconds, and then summons a ghoul with a slow aura of its own that dies almost instantly afterwards. This, on paper, should be a slow that lasts roughly 7 seconds, which is a pretty damn nasty, long duration slow that should get Yorick in range. However, due to the near instant death of his minions, this effect becomes laughable. Singed’s Mega Adhesive has longer range, a wider area of coverage, and slows for longer. This is considered Singed’s worst ability. Even Trundle’s equivalent, Pillar of Filth, has the useful impassible terrain aspect to it, and lasts longer. Omen of Pestilence does do a fairly moderate amount of damage though, so for use as a harass in a lane, it isn’t bad. The key issue here though is that it fails utterly to get you in range to actually hit someone with Yorick’s shovel, so against a high movement speed ranged character, or one with slows of their own, he could chase them from one Nexus to the other and never gain ground.

 

Until you start stacking movement speed items on him, playing as Yorick could be entirely mimicked by playing the Benny Hill music and trying to run after a nearby cyclist with a shovel in hand. You spend about as much time doing it, and your rewards are just the same – If you finally catch up to someone you’re rewarded with a single shovel hit and then a long winded explanation to anyone nearby, or you just get tired and decide to do something better with your time. Playing as any champion that isn’t Yorick, for example.

 

 

This theme continues with all of his abilities. Omen of War [Q] gives me a speed boost, and does a beastly amount of damage? Sign me up! Oh, I actually have to hit someone in melee before I get this speed boost? Er… Okay. Omen of Famine [E] heals me for how much damage the ghoul deals? Sweet, I’ll never die while the ghoul remains ali- Oh, it’s dead again. Omen of Death [R] lets me duplicate allies? Excellent, let me just put this on my AD carry… and it’s dead. Woo.

 

This is all quite a shame really, because I was quite looking forward to this particular gravedigger. His abilities fell in line nicely with Trundle, who I’ve been jungling a bit with recently (side note – Yorick can jungle, but it’s excruciatingly slow with awful ganking potential) and his pet mechanics acting as a steroid seemed like a novel concept. If his ghouls were more durable, Omen of Death had some more punch (Lasted longer, got some kind of damage steroid on the revenant), he could get some more health back from Omen of Famine, and the speed boost from Omen of War didn’t only apply after already making it into melee then he might be a serviceable character. That last one is the biggest catch 22 ability I’ve ever seen in this game, and makes me want to slam my head into my desk repeatedly out of the sheer frustration that one mechanic has caused me. Unfortunately though, by his toolset alone, even with some major buffs (that he sorely needs) he’s still not likely to be going to the next Dreamhack.

 

The light at the end of this tunnel though is that Phreak has already given an official statement that we will be seeing some buffs to the character in next patch, so hopefully some of this is going to be addressed, and he’ll be worth playing when he comes on rotation.

 

Speaking of Dreamhack, this recent patch shows a number of balance changes that clearly were a direct result of the recent championships in Sweden. The nerfs to both Vayne and Rumble’s ultimates are likely a direct result of their performance at Dreamhack. I really couldn’t agree more on Rumble’s nerf, considering just how much of a monster he’s been in the hands of members of the competitive EU teams.

 

 

As I’ve been playing Nunu often both before and after the patch, I can say that while these nerfs have hurt him, he’s still an exceptional counter jungler. Even as a frequent Nunu player, I cannot help but agree his nerfs were needed, since any game with him in during the championship became mind numbingly dull due to his early game dominance leading to passive lanes.

 

The Gangplank changes are pretty crazy, turning him from a rather useless sea dog into a devastating Kraken, sweeping his foes aside with a torrent of damage. I think time will tell if he’s become truly powerful due to these changes, or if we’re just getting over the shock of him no longer being utterly useless.

 

The Gold per 10 items becoming unique comes as no surprise to anyone paying attention to how top end play has been heading recently. They are still good to combine with each other anyway, it’s just you can’t sit on a pile of Philosopher’s Stones and call it a build now. That said, the Philosopher stone regeneration nerfs still don’t make the item useless, just a little less ridiculous. Anyone else notice the change in Eleisa’s Miracle’s cost? Smart move on Riot’s part there to stop the upgrade into selling trick that was so commonly used.

 

 

The removal of Ward jumping has been a controversial change, and a good number of people are up in arms about it. I can see both sides of the argument on whether the ward jumping mechanics were a good idea or not. On the one hand, its an obscure mechanic that isn’t very intuitive, which can result in people not understanding what just happened in low to mid level play. It also stops annoying stuff like a single ward rending Rammus’ power ball useless. On the other hand, its essentially a nerf to a group of champions that are already pretty underwhelming. Does Katarina really need to be any worse than she is right now? I suppose the debate is meaningless at this stage though, as Classick has already stated that Ward jumping is going to come back in, though likely with some changes to make it a bit more transparent what’s going on.

 

To discuss some of the changes yourselves, post in the massive League of Legends thread in the free to play MMOs section. If you haven’t tried League of Legends yet, now is the perfect time.