Lords of the Dead

Lords of the Dead guild message board.

Filed under: Culture, MMO Industry, Opinion, The Daily Grind, Miscellaneous
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A recent psychology paper picked up by Slate suggests that maybe there's more to bad behavior on the internet than previously thought. Researchers asked study participants to evaluate what they found most fun about commenting on the internet, then gave those same participants a personality test to determine their levels of sadism, narcissism, psychopathy, and Machiavellianism -- the "dark tetrad" of antisocial personality traits. (One of the agree/disagree statements on the personality exam? "I enjoy griefing other players in multiplayer games.") The researchers found a significant correlation between those who flagged as sadists and those who claimed to enjoy trolling and expressed "sadistic glee at the distress of others." While the study focused on the 5% of participants who cause comment moderators the most grief on the internet, over here in MMOland I'm wondering whether this study would map equally well to griefers in video games since we might define griefing in a virtual world the same way: causing someone distress because it's pleasurable for the griefer. That guy...
Filed under: Betas, Fantasy, Video, Game Mechanics, MMO Industry, New Titles, News Items, PvE, Free-to-Play, EverQuest Next, Dev Diaries, Sandbox, Crafting
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It's time for another EverQuest Next Landmark video dev diary. Your host is EQNL lead systems designer Michael Mann, and he's a got a lot to say about harvesting tools. He enlists a bit of help from lead character artist Kacey Helms, who takes viewers on a journey from in-game axe concept to finished in-game axe model. Next up is lead animator Aaron Carlson, who shows off mining animations, followed by VFX artist Lisa Charriere, who explains what...
Filed under: Betas, Business Models, MMO Industry, News Items, War, Miscellaneous, MOBA
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Trion Worlds has today confirmed that its MMORTS-turned-MOBA End of Nations is officially on hold. A spokesperson for the studio sent the following statement to Polygon:
As we informed EON's community last fall, internal development on End of Nations was put on hold in late 2013 while we evaluated potential paths forward for the title. We're currently focusing the company's energy and creativity on Rift, Defiance, Trove, ArcheAge and some new projects that we will be revealing soon.​
Last summer, Trion reclaimed the game from developer Petroglyph with the intent to retool it as a MOBA. After Trion's layoffs and restructuring...
Filed under: Betas, Fantasy, News Items, MOBA
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Heroes of the Storm, the game previously known as Blizzard All-Stars, Blizzard Dota, and Blizzard Entertainment Presents A Bunch Of Guys Hitting Each Other, is technically in alpha. Wait, sorry, that's not right. It's in technical alpha. That means that it's in a phase of testing with an emphasis not on balance or gameplay but on making sure that the fundamental engine works. Testing is currently limited to a very small pool of players, but external players are being brought in to really put the game's network through its paces. Players who cannot wait to get in on the game, even with placeholder graphics and numerous bugs, should make sure that their Battle.net accounts are up to date and have opted in for the beta. Again, invitations will be extremely limited at first, although the roster of testers will expand as time goes by. If this sounds like your sort of gig, make sure you've opted in, and stay hopeful that Blizzard will grant you a coveted invitation mail....
Filed under: Business Models, Events (Real-World), Patches, News Items, Browser, City of Steam, Steampunk
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Steampunk browser MMO City of Steam is landing on, er, Steam today, bringing with it a brand-new server. Says developer Mechanist Games,
Coupled with the latest game version 2.4 ([which] will also be available on the established server), the new server will provide improved team-up function, restructured tourney events, new level content (lvl 50-60), and of course exciting new server event. This time, new server events will become goal-based so that they are capable of benefiting as many players as possible.​
The studio tweeted that the Steam launch might be slightly delayed but that developers are "talking with Valve to make the launch ASAP." Massively alum Matt Daniel dived into City of Steam in December to scope out last year's Arkadia relaunch....
Filed under: Betas, Sci-Fi, News Items, WildStar, Subscription, Buy-to-Play
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Are you a hopeful citizen of Nexus who still has not been invited to the WildStar beta? Kind of bad news, then, as the community team has confirmed that no more large-scale beta invitations are in the works for the rest of this phase of beta testing. While there are still plans to help people get into weekend beta events, it looks as if the majority of testers currently in the game are pretty much it. Wait a second -- this phase of beta? No, the tweets don't say that there's another beta phase incoming, but that's certainly the implication, which would mean that the game is creeping that much closer to an open beta and a possible release date. So that's good news, although it still doesn't make up for the fact that anyone not already in will be stuck on the outside for the rest of this phase. [Thanks to Siphaed for the tip!]...
Filed under: Fantasy, Game Mechanics, MMO Industry, PvE, Opinion, Final Fantasy XIV, The Mog Log, Subscription
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Final Fantasy XIV is not World of Warcraft. We are not in urgent need of an ability squish after years of play; you hit level 50 with a pretty reasonable number of abilities. The fact that everything needs to be workable on a PlayStation 3 controller helps discourage button bloat, to boot. But you still wind up with a lot of abilities to use in rapid conjunction and marks to place on various targets as a tank. You can run out of convenient space, in other words. That's one of the things that macros can help address, but it's not even close to the only thing. You can use your macros to make your rotation tighter, you can combine necessary abilities, you can mark targets, and you can even toss in a text line on every ability use. (But that does get kind of spam-heavy.) So let's look at some simple macros that will make your Final Fantasy XIV experience that much cleaner....
Filed under: Betas, Sci-Fi, Game Mechanics, MMO Industry, New Titles, News Items, PvE, Dev Diaries, Sandbox, The Repopulation
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Above & Beyond has released its latest monthly status report on The Repopulation. In February, the design team added the adversarial camps stretch goal to its sci-fi sandbox, which will allow devs to "generate much of the game's content on the fly and help ensure that players do not have a static experience." Additional work was done on the title's customizable XML-based UI, the harvesting mechanics, and a fitting system for robotic pets. February's "largest changes" came in the form of additional world content, as the dev team is looking forward to adding more testers for Alpha 3 "in a few weeks."
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Repopulation adds...
Filed under: Business Models, MMO Industry, News Items, Crowdfunding
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How much money have Kickstarter projects made since the service's April 2009 inception? That's right, over $1 billion-with-a-B dollars. MCV reports that US citizens lead the way with over $663 million in pledges, followed by backers in the UK, Canada, Australia, and Germany. On April 28, 2009 -- Kickstarter's first day -- a total of 40 people pledged $1,084 to seven projects. On March 13, 2013 -- Kickstarter's biggest day to date -- 54,187 backers forked over $4 million-plus for 1,985 different projects. While Kickstarter isn't restricted to gaming drives, they do lead the way in terms of total funding with over $215 million in pledges as of press time.
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Total Kickstarter pledges surpass $1 billion originally appeared on Massively on Mon, 03 Mar 2014 11:00:00 EST. Please see our terms for use of feeds. Permalink | Email this |...
Filed under: Fantasy, Business Models, Game Mechanics, Interviews, MMO Industry, News Items, Free-to-Play, Crowdfunding, Path of Exile
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Gamasutra reports that over five million people have signed up to play Grinding Gear's Path of Exile title. The company hasn't disclosed how many of those people are actually paying for the free-to-play Diablo-style game, but Path of Exile's critical and financial success invites a closer examination of its business model. Unlike most F2P titles, Path of Exile completely avoids gameplay gates and delaying mechanisms and thus avoids the dreaded pay-to-win stigma. Microtransactions are purely cosmetic, and Grinding Gear's crowdfunding campaign has now morphed "into a permanent rewards-based structure for monetization." Managing director Chris Wilson tells Gamasutra that PoE's supporter packs are a big part of the game's success story in addition to traditional microtransactions, the latter of which offer "enough money to run the company on" by themselves. Wilson says that players want to support PoE because its business model puts...