Lords of the Dead

Lords of the Dead guild message board.

Filed under: World of Warcraft, Fantasy, Video, Endgame, News Items, Guides, Subscription
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So you've bought your World of Warcraft expansion and you boosted a character to the level cap. That's good. You also have no idea how to play that class at level 90, which is bad. A new series of videos from Blizzard is designed to address that problem, however, offering a quick two-minute guide to how to play each of the classes at level 90 as a selected DPS spec and walking you through the basic play patterns. Yes, all of these guides are for DPS; you'll find no detailed tanking walkthroughs here. And each guide just picks a particular spec, so if you were hoping for insight into playing an Enhancement Shaman, you're out of luck. But if you've boosted a character and totally can't figure out what you're supposed to be doing now, it's a good crash course on playing well enough to fake it in LFR.
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World of Warcraft releases new class primer videos...
Filed under: Fantasy, Expansions, Patches, News Items, Free-to-Play, Neverwinter
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Stupid dragons. They think they're so special, with their wings and their breath weapons and their intelligence and their hides like armor. Sure, maybe all of that is pretty special when you think about it, but that's not the point. While we can't be sure just yet, though, it's a fairly sure thing that the next Neverwinter module will indeed allow you to put some dragons in their place; after all, the next module is dubbed Tyranny of Dragons. Seems like it would involve some draconic influence there. Tyranny of Dragons is due for release on August 14th, 2014. Unfortunately, we have no further details at this time outside of the fact that it will include dragons and will tie into the overarching story of the same name moving through the Dungeons & Dragons product line. Regardless, you'll want to get your best dragon-slaying shoes on for late summer because it's high time you showed those dragons what you think of them. (They're not so big.) [Source:...
Filed under: Betas, Sci-Fi, Events (Real-World), News Items, Community Q&A, WildStar, Subscription
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Carbine Studios has just published an FAQ covering WildStar's status from now until the beginning of the headstart period on May 30th. Dubbed "Ops Week," this period will see the team "testing various launch systems, practicing [its] disaster recovery processes, making sure [its] fail overs fail over correctly, and putting some extra testing on [the] final Release Candidate." But you don't care about their problems; you just want to know whether you can log in. Yep! Carbine intends to make the servers available for play. Although uptime windows won't be announced ahead of time and some may be brief, players should anticipate server availability during business hours on the west coast. Open beta characters will be accessible for as long as the team can manage it before the inevitable wipes....
Filed under: Fantasy, Game Mechanics, MMO Industry, News Items, Dev Diaries, Steampunk, Buy-to-Play
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If you're a Guns of Icarus fan, an indie fan, or just a gamer interested in the creative process, you should take a few minutes to read the ongoing dev diary from Muse CEO Howard Tsao and co-authors Eric Chung and Tim Doolen at Gamasutra. Part two was published this morning, and it tackles the dev team's development struggles in the aftermath of part one's publisher debacle. "Designs on paper are rarely any good until they're tested in some form," Tsao says. "Ultimately, everything begins with low fidelity (cards, dice, paper, and role play) prototypes but sometimes jumping straight into digital prototypes is required. At the time, it was important to move fast and find results quickly and in this it case meant one person going from ideation, designing interaction...
Filed under: Betas, Sci-Fi, Culture, News Items, WildStar, Subscription, Buy-to-Play
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So WildStar's name reservation system didn't work quite right. It's working now, but when it went live it wasn't working at all, and for a first-come-first-served thing that's kind of a catastrophic problem. Compensation has been announced, but why did everything go wrong? Carbine's director of operations posted in the forums about how things went from bad to worse and where the breakdowns in communication took place. The short version is that it started when a big information drop introduced a lot of new assets to the site, causing even more load than was expected for the page when the name service went up. After that was handled, however, another problem surfaced with the site's feedback, leading to what is described as the server performing what amounts to a DDoS attack against itself. And once that was fixed, another problem surfaced. If you'd like to see the whole breakdown in detail to understand how everything got messed up,...
Filed under: Betas, Sci-Fi, Launches, Opinion, WildStar, The Nexus Telegraph, Subscription, Buy-to-Play
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When you read this, dear reader, you will be less than two weeks away from early access to WildStar. Unless you've come here just to let everyone know you don't want to play the game, in which case you might want to find slightly more joyous hobbies? Just a thought. The obvious thing to do pre-launch, of course, is to reserve your name, but that didn't work out for everyone so well, and I'm betting that if you were going to do that by now, you would have done it. (Still have a little time if you haven't, though.) What else can you do? Open beta is over. It's just getting into the meat of the game and maybe taking a day or two off of work first, right? Obviously not; there's more stuff you can do to prep yourself for the launch psychologically and otherwise. So step into my metaphorical office, and I'll give you some suggestions about things to do before the game starts and once early access kicks off. Continue reading The Nexus Telegraph: Preparing for WildStar's...
Filed under: Fantasy, Business Models, Game Mechanics, MMO Industry, New Titles, News Items, Sandbox, Crowdfunding
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Shards Online released a video update to its Kickstarter project over the weekend, along with a huge wall-o'-text focused on lore. Citadel Studios boss Derek Brinkmann stars in the clip, which addresses one of the most common questions about Shards so far. "Is Shards a game, or is it a platform? The answer is it's both," Brinkmann explains. "First and foremost it's a full game. It's built from the ground up with its own rulesets, live content, real-time events, moderation, updates, developer support, PvP, PvE, crafting, housing, the whole kit and kaboodle." In terms of the title's platform aspects, Brinkmann says that you don't have to be a programmer or a modder to run your own Shards server. He also explains how private servers are simply one of the game's many options, since the official Shards servers will offer full MMO functionality. You can view the video after the cut....
Filed under: MMO Industry, New Titles, Opinion, The Daily Grind, Star Citizen, Skyforge
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We recently discovered that the Skyforge dev team numbers nearly 300 people. Star Citizen's team is over 200. Those are pretty crazy numbers, even for alleged AAA games and even for full-featured massively multiplayer online things. Taking into account that budgets vary wildly from project to project and company to company, do large numbers of devs on an MMO project give you pause? Why or why not?
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/>Every morning, the Massively bloggers probe the minds of their readers with deep, thought-provoking questions about that most serious of topics: massively online gaming. We crave your opinions, so grab your caffeinated beverage of choice and chime in on today's Daily Grind!
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The Daily Grind: Do huge dev teams give you pause? originally appeared on Massively on Mon, 19 May 2014 08:00:00 EST. Please see our...
Filed under: Betas, Sci-Fi, Game Mechanics, MMO Industry, New Titles, News Items, Sandbox, Crowdfunding, Star Citizen, Buy-to-Play
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Star Citizen fans, mark your calendars for May 29th. If all goes well, you'll be playing at least a single-player version of Arena Commander as Cloud Imperium begins to roll out portions of its long-awaited dogfighting module. CIG chairman Chris Roberts has posted his weekly recap, which contains the tentative date and a preview of what to expect. "The goal is that every backer will have access to the single-player Free Flight and Vanduul Swarm games mode on this day, and the very first batch of multiplayer testers will get access to the game's multiplayer game modes," Roberts writes. "We will scale up the multiplayer as quickly as possible starting on that date, increasing the number of players as it is stable and stopping to fix bugs where needed." There's much more to the weekly studio report, so click...
Filed under: Fantasy, Game Mechanics, Interviews, MMO Industry, New Titles, News Items, Skyforge
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MMO Culture has posted part three of a Q&A with Allods Team and Obsidian developers. The subject is Skyforge, an upcoming sci-fantasy MMORPG that lets players become gods. Interesting interview tidbits include the size of the dev team (nearly 300 people), the lack of trash loot ("every item that you can loot in the game has its impact upon your character's powers"), and the level-free progression system. "A leveling system is hard to manage, that is why we decided to get rid of it. Basic specification of Skyforge heroes can be compared to gear score," the team says.
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Nearly 300 people are working on Skyforge originally appeared on Massively on Sun, 18 May 2014 12:00:00 EST....