Lords of the Dead

Lords of the Dead guild message board.

Filed under: Video, MMO Industry, News Items, Opinion, Massively Meta, Humor, Miscellaneous, MMORPG, Massively Rewind
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It's time once again for the Massively Rewind, where we round up this week's top MMO stories and deliver them to you in bite-sized chunks. It's kind of like a mother bird regurgitating a meal into its chick's mouth... except a lot less gross. For those of you who prefer the written word, don't fret; we conveniently provide links to all of the stories mentioned in the show. For example, did you know DC Universe Online has a new DLC? What about the new patch for Aion coming out next week? Or perhaps you'd just like to know...
Filed under: Video, MMO Industry, News Items, Opinion, Massively Meta, Humor, Miscellaneous, MMORPG, Massively Rewind
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It's time once again for the Massively Rewind, where we round up this week's top MMO stories and deliver them to you in bite-sized chunks. It's kind of like a mother bird regurgitating a meal into its chick's mouth... except a lot less gross. For those of you who prefer the written word, don't fret; we conveniently provide links to all of the stories mentioned in the show. For example, did you know DC Universe Online has a new DLC? What about the new patch for Aion coming out next week? Or perhaps you'd just like to know...
Filed under: Fantasy, Video, New Titles, News Items, Free-to-Play, EverQuest Next, Crafting, Player-Generated Content
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SOE has finally dished out more details about EverQuest Next Landmark's crafting system with two new videos. In the first, Lead System Designer Michael Mann spends over four minutes telling (and showing) players where they can craft, what they can craft, and how to craft. The second video gives a quick demo of the saw table crafting station. While we already knew that crafting would take place at communal crafting stations in hubs throughout the world, Mann revealed a new type that is randomly spawned in the world: altars. Altars, which create better and even unique items, are only found by exploring and will disappear after use. All players start with a small list of recipes covering beginning tools and decorations, but the bulk of recipes will need to be discovered or crafted. The crafting process has three variations: items that activate and have no variation (like potions), cosmetic items that have different appearances (like props and...
Filed under: Game Mechanics, MMO Industry, Opinion, The Daily Grind, Miscellaneous
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If I had my way and technology were easy, every MMO would be a single-server experience akin to EVE Online's or Champions Online's. You might never come in contact with the majority of players or ever encounter a scenario when hundreds of players gathered together, but the unified economy would be a trader's paradise, and it'd be a boon for developers, too, being easier to balance and avoiding the late-game server-merge nightmares that most MMOs eventually suffer. Best of all, you'd never have to find out your new co-worker plays your favorite game too... on another server. But there is a considerable contingent of MMO players who still balk at the idea of an MMO melting pot and tools intended to bridge servers like LFG systems or World of Warcraft's connected realms and battlegroups. Sharded server structures create tight communities, the argument goes. People don't want to deal with folks from around the world who don't speak their language, and they don't want to fade into the background of a massive server with what they perceive as no personality and no community ties or loyalty. Do you agree with that sentiment -- are...
Filed under: Sci-Fi, Video, EVE Online, Game Mechanics, MMO Industry, PvP, News Items, Sandbox, Subscription
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CCP released a dev diary video focused on EVE Online's Rubicon 1.1 patch today. CCP Guard is your host for a sneak peek of the content drop that will include renovated station exteriors, the Nestor class battleship, new mobile structures, capital ship wrecks, a redesigned Amarr Crucifier, and Encounter Surveillance Systems. See for yourself after the cut. Continue reading Here's an EVE dev diary video on Rubicon 1.1
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Here's an EVE dev diary video on Rubicon 1.1 originally appeared on Massively on Thu, 23 Jan 2014 20:30:00 EST. Please see our...
Filed under: Guilds, Opinion, The Guild Counsel, Miscellaneous
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Each week in this column, we explore common issues in guild management, with a focus on tips to be a successful guild leader. But this week, let's turn the tables a bit and look at things from the perspective of an unguilded player. With the rise of free-to-play in many MMOs, there's a larger pool of players from which guilds recruit. But before you take that guild invite, there are a few red flags to be wary of when joining a guild. For every good guild, there's a guild out there that makes you regret clicking that "join" button and leaves you wishing you had those misspent hours back after you leave. In this week's Guild Counsel, let's look at what to avoid when you're considering joining a guild. Continue reading The Guild Counsel: Seeking a guild? Watch for these red flags
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The Guild Counsel: Seeking a guild? Watch for these red flags originally appeared on Massively on Thu, 23 Jan 2014 20:00:00 EST. Please see our terms for use of...
Filed under: Sci-Fi, Events (In-Game), Game Mechanics, MMO Industry, News Items, PvE, Star Trek Online, Free-to-Play
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Star Trek Online lead content designer Charles Gray says that Cryptic is revamping the sci-fi MMO's events system. "Very few of the hourly events are being played regularly," Gray explains, and Cryptic's solution is to "increase the rewards dramatically" and run the events less frequently. The announced changes are "the first step in a new system that we hope to add to," Gray says. "We will be taking a close look at how each of these events performs and community feedback -- we'll take both into account when making new events or updating existing ones."
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Star Trek Online event system to feature more rewards, less frequency originally appeared on...
Filed under: Sci-Fi, Game Mechanics, MMO Industry, New Titles, PvP, News Items, PvE, Sandbox, The Repopulation
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The Repopulation's going to have two distinct server rulesets when it eventually launches. Option one will be a standard PvE-focused environment with optional PvP and associated flagging mechanics. "The standard ruleset should be suitable for most types of players. You have a full compliment of resources and PvE tiers available in protected areas," explains the latest Repopulation dev diary. If that doesn't sound like your cup of tea, Above & Beyond Technologies is also hosting an open PvP ruleset with corpse looting, friendly fire, and EVE-like security sector mechanics. Some of the details are still being ironed out, but you should definitely read the lengthy new dev diary that lays out the particulars for each rule set....
Filed under: Classes, PvP, Opinion, Free-to-Play, Guides, MOBA, League of Legends, The Summoner's Guidebook
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I think Season 4 of League of Legends has been dominated by support play. Some of this is because there have been a number of really inspiring star support players at the pro level, and their brilliance is shining down a bit on us plebians. Although I think that the Season 4 jungle is still really messed up, the support role has really solidified in a good way. What do I mean by "good"? Supports still get less gold than other roles and don't generally rock huge K/D ratios. They're still the team's ward machines, as we talked a bit about last week. However, the support's overall game impact has increased dramatically. Supports get more gold than before; they are making plays, initiating fights, and making way more of an impact in those fights than they ever were...
Filed under: Fantasy, PvE, Opinion, Free-to-Play, Roleplaying, Guides, Neverwinter, Player-Generated Content, MMORPG, Field Journal
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My original plan to talk about some of the better quests in Neverwinter's Foundry has been replaced with the burning need to rant about some of the common pitfalls in the less stellar entries. I'm not going to mention anything by name because I'm not here to shame anyone. I just need to explore some of the stupid design decisions that keep cropping up. I make no claim to great skill with the Foundry myself. I still haven't gotten around to much map decorating in my first adventure, though I did pull the trigger on publishing. (You can find it with the ID: NW-DNGJU57ID.) What I can claim is a critical eye and an understanding of what makes a good story with the tools Neverwinter gives you to tell them. There are plenty of good stories, so picking something from the featured pile will usually work out great, but when you go digging in the new and unrated adventures for hidden gems, you'll find...