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And now, it’s DOFUS time

[DOFUS] “A lot of persons have subscribed to the DOFUS open beta and the team thanks all of them. From now, you are able to discover the astonishing universe of DOFUS and, by this way, get ready for the final version of September. We still need more gamers, do not hesitate to advise your friends and family to register.”

In other words, open beta for an MMORPG called DOFUS has begun.

– Ethic

Ethic Was Here

Golden Gate

I spent a little time in San Francisco this weekend. We walked from Fisherman’s Wharf to Chinatown and then back. Up and down the hills. What a workout.

It was foggy and cool. Had lots of fun.

In Chinatown, there was a guy selling pheasants for $12.00 and these were live pheasants. He was yelling and screaming, trying to sell the last one. Very interesting. I tried something called a lychee, which was really tasty.

– Ethic

M&M MMO

Read this news over at IGN. Microsoft and Marvel are teaming up to make a Superhero-based MMO for the XBOX 360. I’m not sure why I am posting this, because I honestly don’t care either way. I won’t be buying an XBOX for this or any other reason.

Quote:

Microsoft’s Peter Moore stated that “online gaming is reaching a point of acceptance. We will use as many of the Marvel characters as we can.”

We are going to cram superheroes down your throat until you can’t breathe, and you’ll like it.

– Ethic

Guild Wars Update

[Guild Wars] Wednesday, July 13 Patch Notes

* Improved faction rewards in Arenas and the Tournament:

o Arena Victory: 10 in Team/Competition Arenas, 5 in Shiverpeak Arena, 2 in Ascalon Arena

o Arena Bonus for 5 Consecutive Victories: 10 in Team/Competition Arenas, 5 in Shiverpeak Arena, 2 in Ascalon Arena

o Arena Bonus for Flawless Victory: 2 in Team/Competition Arenas, 1 in Shiverpeak Arena, 0 in Ascalon Arena

o Tournament Victory: 20 in the first map, 40 in early missions, 60 in later missions, 80 in the Hall of Heroes

* Corrected faction reward for kills in low level arenas, so that it now matches what was announced in the June 29 update notes.

* Restored XP for PvP games. Players will now receive both Faction and XP for killing an opponent.

* Improved Henchmen movement AI so that they more closely follow the player and avoid getting stuck.

* Added Lina, a level 17 protection healer henchman, to all Crystal Desert outposts.

* Improved staff damage and armor on protection healer henchmen to better match their level.

* Improved minion formations and corrected a flaw that was occasionally preventing them from following or attacking.

* Added new artwork for the Warrior’s ascended Gladiator’s Armor and Ranger’s ascended Druid’s Armor.

* Fixed the following area-of-effect (AOE) spells so that they are no longer cancelled if the target dies while you are casting them: Chaos Storm, Deep Freeze, Desecrate Enchantments, Earthquake, Enfeebling Blood, Eruption, Feast of Corruption, Fireball, Ice Spikes, Maelstrom, Meteor, Meteor Storm, Panic, Phoenix, Plague Sending, Rodgort’s Invocation, Rust, Searing Heat, Shadow of Fear, Soothing Images, Suffering.

* Fixed Grenth’s Balance so that it does not decrease the target’s health by more than it increases your health.

* Fixed wards, spirits, and wells so that players who are resurrected within the area of effect receive that spell’s effect after resurrection.

* Fixed bug which prevented the final boss in the Thunderhead Keep mission from dropping loot.

* Updated boss monster spawns in Dunes of Despair, The Frost Gate, Deldrimor Bowl, and Traveler’s Vale.

* Updated or repaired flaws in the following quests: “Tower of Courage,” “A Gift of Griffons,” “Khobay the Betrayer,” and “Undead Horde.”

* Updated monster locations in North Kryta Province and Fissure of Woe.

* Updated Captain Greywind NPC to level 20 for continuity.

* Added party configuration requirement so that parties containing henchmen or unascended players are now prevented from entering the Fissure of Woe and the Underworld.

Interface changes:

* Added new trader interface.

* Expanded friends list so that you can have up to 50 on your friends list and up to 10 on your ignore list.

* Expanded maximum permitted length of guild announcement to 255 characters.

* Improved vendor windows so they remember their last size and position.

* Improved vendor windows so they show equipped items with a special symbol.

* Improved information displayed in “/age” command.

* Corrected the skill monitor and selection bar so that when they are inactive they no longer interfere with mouse interaction.

* Corrected quest markers on the compass so they update properly after completing a quest.

* Added tags to highlight fellow guild members in outposts.

* Improved several error and warning messages, especially related to guild battle formation.

* Updated icon for Flurry skill.

* Fixed minor update bugs in party formation window.

Miscellaneous:

* Updated Korean and European translations.

* Fixed miscellaneous rare crash bugs.

Not bad for free, eh?

– Ethic

Glitch

[EVE Online] I have a new laptop for work/travel and I decided to install EVE in case I get bored on my next business trip (soon!). I fired it up and noticed something strange with my character. I was bald!

Ethic BaldEthic Hair

Hmm. Well they did just release a patch, perhaps they made some changes. I asked in our corp channel and everyone said I still have hair (although the comb-over comments were not needed, damn). So, I promptly logged into my main PC and sure enough I have hair.

Must be a driver issue I guess. But the odd thing is, everyone else still had hair. I’m the only one that went bald on my laptop.

– Ethic

Ch Ch Ch Ch Changes

Patch Day! It seems nothing brings more excitement and fear to the MMO gamer than patch day. I’d also be willing to bet nothing causes more people to quit than patch day.

In a perfect world, patch day is the day when the bug that has been driving you crazy finally gets fixed. It is when new content is added. It is when the “too powerful” get nerfed. It is when the “too weak” gets buffed. It is when you get that new game feeling again if only for a moment. All in a perfect world.

The reality of it is that patch day breaks things. It breaks the UI. It makes more lag. The class/item you have come to love does not work as well as it used to. It makes you revise previous successful strategies. It makes previously worthless items priceless and previously priceless items worthless. It adds content you finish in 3 hours. This is not to mention the headache of getting the patch downloaded in the first place.

In general, people don’t like change. You create a game and rules for play. The players learn the rules and play according to them (not talking about cheaters here). On patch day, the rules often get changed. This upsets players who had been playing by the rules. They get tired of the game having the rules changed each patch day and they quit.

Patch day often will have small changes that would originally appear to be minor. Changes like the voice of a character or the revision of a custom logo background. People get used to things and when you change even the little stuff it becomes a big deal to them. They liked the old logo background. The old voice was fine, why did you change it?

A new player would not even notice these items. In fact, they will get used to the way it is currently and would likely get upset if you changed it back.

I’ll cite a recent example from EVE Online. They just had a patch come out. In this patch, the power of missles was changed in various ways. Now you need to buy some skills to make them work as well as before, and they deal damage in a different way. Big missles are not as deadly to small ships.

Now, I already read the patch notes and recognized the missle changes so I just avoided missles for the most part. It is how I prefer to deal with change. After the patch came out, I started training missle skills and I do not notice any issues with them. People that had jumped all over missles because they were so powerful are currently upset. Even though the patch notes were available and a test server was in place for people to see how it would impact them.

Another thing they changed was the voice of the ship computer. I rarely played with sound up so I do not recall much of the old voice. I like the new voice, even though she sounds a bit apethetic about everything. I half expect her to say, “Oh bother, I suppose I will request yet another permission to dock for you.” But still, the player complaints abound.

To be expected, people will quit. It happens at every patch when you change something people like. The truth is, almost everything in the game is liked by someone for some reason. No matter what you change, you will piss someone off.

I’m glad I’m not a dev.

– Ethic

Supporting Those Who Support You

[Planetside] The PS devs have done something wonderful for players like me that often find themselves in a supporting role. I spent many an evening doing ANT runs or repairing damaged vehicles and turrets. While getting a warm sense of being a part of the victory, there has not been any real rewards given for such activity. Rewards are normally handed out to players for “kills”. No longer. Enter the era of support XP.

Perhaps the short supply of healer-types in most MMOs can be solved with a solution like this.

I’ve included the post made in the PS forums for posterity, below:

In the struggle to dominate and control Auraxis, there are countless jobs and roles to perform. Many of these involve the support of your fellow soldiers and these actions have, up until now, been largely thankless. The tireless support personnel who repair damaged wall turret systems, provide support positioning Advanced Mobile Stations, or operating Galaxy and Lodestar vehicles have done so out of the desire for the greater good for their Empire.

With PlanetSide version 3.7 we will introduce rewards for such activities. These rewards will still be tied to when opposing forces are overcome, rather than handing them out at the time when the support activities are performed. Support activity will be recorded and, when the supported unit overcomes an enemy in the future, they will pass back a share of experience and possibly a merit worthy kill (depending on the factors of the kill). The unit scoring the kills will continue to pass back this bonus experience and merit kills for a period of time starting with their first kill after being supported. The length of time is determined by how much support they received. If the supported unit dies and respawns (is not revived) then they will no longer pass back support exp and support merit kills.

One exception to this delayed start of when support experience and kills are passed back and recorded is after a hot drop. The timer starts immediately after bailing from a Galaxy.

Each person that you support will track that activity in what you could consider a “support bucket”. The more you support them (for instance, the more times you repair their armor that was damaged by enemy fire) the more you fill in this bucket. How much this bucket is filled in will determine the size of the % of exp from kills that is passed back to you and for how long exp will kick back. The timer is dormant, waiting after the support is rendered (repairing someone’s armor, for example) until the supported soldier scores their first kill. This allows you to support someone and much later, when they start scoring some kills (and haven’t died in the mean time) they will still reward you for that support. Or, for example, if you repair base turrets and the fight eventually comes back to that base. When someone gets in that turret you repaired a while ago and scores a kill, they will kick off the dormant timer and now kills they score with that turret will give the person who repaired it a slice of the kill exp and possibly kill records toward Merit Commendations. Of course, if you were the repairer of said turrets and you logged off or left the zone, you would no longer receive support exp or merit kills.

There are 6 different categories of activities that can lead to your acquisition of Support EXP and assist kills counting toward support Merit Commendations:

1. Healing another soldier.
2. Reviving another soldier.
3. Repairing another soldier or vehicle either with a BANK, NanoDispenser or Lodestar.
4. Hacking a terminal or locker, or providing an AMS or Lodestar terminal for others to obtain equipment or ammunition.
5. Having soldiers bail from your Galaxy.
6. Providing an AMS for soldiers to spawn from.

The % share of BEP that comes back from through this system is completely outside any other exp distribution (squad exp split, etc.). The timer is currently a minimum of 5 minutes and a maximum of 10 minutes where kills by that soldier will have an extra % share of EXP go back to the person(s) who supported them.

To illustrate different scenarios, a few examples of each are listed below:

* Healing or Repairing: You heal a friendly soldier just outside the door to a hotly contested tower. You heal him for 25 damage and he now has a record on him that will start to feed you exp and assist kills toward merits. However, as the fight rages, the soldier you healed doesn’t die, but he does take more damage from plasma fired by the enemy out the door. You die trying to get in the door. Just because you died doesn’t affect the support you had done on the other soldier. That will only be erased if he dies and is not revived.

So, you respawn at the nearby AMS and come back. You see the soldier you had healed before and heal up the damage he took from the plasma, further filling in the “support bucket” and building a greater percentage of exp you would get from his kills (if and when he scores some). You then join the rush in through the door and your Empire captures the tower. The soldier you helped landed some hits, but never got a kill, so your “support bucket” on him has not triggered and is still dormant, waiting for him to score a kill.

Now, you head down toward the base and the soldier you helped gets a kill of an enemy on the wall. The EXP share from that kill is reported and saved up. If you had supported him more, you would have obtained a bigger % of exp share. The enemy that the solder you supported was a unique kill so it will count back as an “assist kill” to you, the person who supported him, and toward support Merit Commendations.

* Hacking: You are an infiltrator, sneaking through a lightly contested enemy base. You make your way to one of the nearby equipment terminals, hack it and switch out your armor to a MAX suit and head to the spawn tubes to tear some enemy forces up! Behind you another friendly has hot dropped on the roof, and comes down into the base and sees in passing that the equipment terminal is available. He swaps out of his Agile armor for his Rexo heavy grunt load out. By using a terminal that you hacked, you are now flagged as having supported him. When he scores his next kill (without dying) he will start off the time period where he will give back exp and assist kills back to you.

* AMS or Lodestar: You position a Lodestar where friendly vehicles are rearming their vehicles. Just like #2 above, just the fact that they use the equipment portion of the Lodestar functionality will flag them as you, the Lodestar owner, as having supported them. This is the same for the AMS, if someone uses your AMS to equip themselves. The Lodestar will also flag vehicles as having been repaired by you, much like scenario #1 above.

* AMS spawning: The AMS also will tag soldiers spawning at it as having been supported by the soldier who owns the AMS. So, when those soldiers go on to score enemy kills, they will pass back a share of exp and possibly assist kills to count toward support Merit Commendations. Even if the AMS is destroyed, friendly solders who had spawned at it would continue to give back these rewards until either their timer runs out, they die and respawn, you log out or you leave the zone.

* Reviving: Reviving fallen friendly solders will not only flag the person who revives them as having assisted them, but it will also keep their death from canceling all support related shares they are currently tracking from being cleared.

We will give you more information on this as the development continues.

~The PlanetSide Development Team~

I’m curious, does any other MMO out there reward support players in some way? If so, please share because I have not seen anything like this before.

– Ethic

Ships = Classes

[EVE Online] You know, honestly, I don’t like blathering on about an MMO that I am actually enjoying because I have been here before. Sooner or later (and recently it is always sooner) I grow tired and bored and start to lose interest in playing. The magic fades away and the mechanics are all that is left. Going through the motions is not fun and “The Cancel” soon follows.

But here I go again.

EVE is scratching me in all the right places. The latest itch is classes. EVE does not technically have classes, but you can fill the role of most traditional classes. You can fight, craft, tradeskill, work the market, support, etc. You can be any or all of those. To change class, most of the time all you need to do is switch to a different ship.

Let’s say you are out mining ore because you want to make some money when out of the blue your friend says he needs help with a mission. You fly back to the station and switch into a ship set for support. This ship has devices on it capable of remotely boosting shields and power on your friends ship. After the mission’s battle ends, you return to the station and check the market. Seeing that your ore is more valuable 4 systems away, you get onboard of your transport ship and load all the ore. Off you go to make some extra cash just for making a little trip.

Upon returning, another friend is out mining and there are pirates bothering him. Hop into your sleek fast fighter and go get them off his back. Loot their goods and collect the bounty and you are making money again. I could go on but I think you get the point.

Now you’ll have to excuse me, there are some “rats” out there with my name on them.

– Ethic