Is Turbine developing an MMO for mobile devices?
Posted by Massively [HTML][XML][PERM][FULL] on 16 September 2014, 12:30 pm

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We are a mystery!
No. Yes. Maybe? We're going to level with you, dear readers: We frequently have no idea what Turbine Entertainment is doing. We had no idea the studio was going to bring back Asheron's Call 2, for example, and our bets about Infinite Crisis were way off. So when we say that the company might be developing an MMO, well, it's a shot in the dark, but there's reason to suspect this might be happening.

The studio is looking for both a Senior Mobile Engineer (that is, an engineer experienced with mobile engineering, not an engineer who is both a senior and mobile) and a new Art Director, both of which seem to imply that the studio is developing something completely new rather than a mobile port. Or maybe it's baseless speculation. Who knows?

MassivelyIs Turbine developing an MMO for mobile devices? originally appeared on Massively on Tue, 16 Sep 2014 11:30:00 EST. Please see our terms for use of feeds.

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This video reveals part of SWTOR's new expansion
Posted by Massively [HTML][XML][PERM][FULL] on 16 September 2014, 1:00 pm

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A deadly force
Be careful watching this video because there are huge spoilers about the Forge Alliance series of flashpoints. However, if you have played all the flashpoints, then you will not be surprised that the star of the next Star Wars: The Old Republic expansion is someone we've seen before.

Writer Charles Boyd and Community Manager Eric Musco blasted through the Rakata flashpoint in a live stream today, then premiered the video for "A Deadly Force Returns," which is hopefully not the name for its next expansion. However, it does make for a great teaser.

You can catch the full 22 seconds of it after the break.

Continue reading This video reveals part of SWTOR's new expansion

MassivelyThis video reveals part of SWTOR's new expansion originally appeared on Massively on Tue, 16 Sep 2014 12:00:00 EST. Please see our terms for use of feeds.

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Destiny unlocks its first raid and goes on sale
Posted by Massively [HTML][XML][PERM][FULL] on 16 September 2014, 1:30 pm

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Reacting to tepid launch reviews with a raid may not be the selling point the developers are hoping for?
Destiny hasn't been out for every long now, but if you've been power-leveling along, you might very well be level 26 or above. And that's a good thing if you want to take on the game's first raid, which has just been unlocked for players. The Vault of Glass can now be entered, with hardcore enthusiasts already rushing to be the first one to clear its challenges. As with all of Destiny's raid content, a fire team must be assembled out of members of your friend list, as there is no matchmaking option for Vault of Glass.

Haven't yet picked up the game? Well, you can do so now at a discount; despite the short amount of time Destiny has been out, retailer BrandsMart is reportedly offering the game for $30, which larger retailers such as Target and Wal-Mart may or may not price match. (Reports are conflicting.) While you likely won't be ready for the Vault of Glass if you take the offer, you will be able to get in on the ground floor a fair bit cheaper, so it's still a win.

Kotaku argues that as of this morning, Destiny has "resoundingly mediocre review scores" with "76.29% on GameRankings and a 77 on Metacritic." Our sister site Joystiq reviewed the game this morning, giving it four out of five stars.

MassivelyDestiny unlocks its first raid and goes on sale originally appeared on Massively on Tue, 16 Sep 2014 12:30:00 EST. Please see our terms for use of feeds.

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I got ganked in ArcheAge last night, and believe it or not, it was one of the most enjoyable experiences I've had in an MMORPG in quite some time.

I'm usually apathetic about MMO PvP. I mean, I will PvP with friends, but I don't think I've ever sat down to play an MMORPG and thought, "Hmm, maybe I'll go kill some players tonight!" PvP factors heavily into ArcheAge's design, though, so I knew going in that I'd be doing it more than most of my other MMOs.

I just didn't know it would end up being as fun as it was on last night's trade run.

Continue reading Massively's ArcheAge launch diary: Day four - Trade runs, sea beasts, and pirates

MassivelyMassively's ArcheAge launch diary: Day four - Trade runs, sea beasts, and pirates originally appeared on Massively on Tue, 16 Sep 2014 13:00:00 EST. Please see our terms for use of feeds.

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    Shurima: Rise of the Ascended, Azir Available
    Posted by News [HTML][XML][PERM][FULL] on 16 September 2014, 12:16 pm

    Shurima: Rise of the Ascended


    Azir, the Emperor of the Sands, Available Now

    Originally Posted by Riot (View Original Source)

     

    The lost empire of Shurima rises at Azir’s command. Resurrected and ascended, Azir won’t rest until he’s restored his kingdom, his people—and himself—to glory.

    Galactic Azir

    The evening’s gentle darkness envelops a lone, rickety barn, its decayed walls sagging against the framework. A cool breeze glides across the surrounding fields. Suddenly, a dazzling beam of light punctures the clouds, enveloping the world beneath. The earth begins to quake, crumbling rotted beams as a massive vessel usurps the sky. It plummets through the air, halting its plunge before smoothly touching down. Settling to the ground, the front wall of the skip dilates open, revealing an imposing figure silhouetted against the pale glow of the ship’s interior. Galactic Azir has come to rule.

    Command the might of an empire as Azir and his Galactic Azir skin for 1462 RP (normally 1950 RP) until the end of the weekend.




    Destiny Impressions
    Posted by A Green Mushroom [HTML][XML][PERM][FULL] on 16 September 2014, 12:15 pm


    I'm taking another breather between Final Fantasy games.  In the week since I've finished Final Fantasy IX my most played game has been Destiny.

    Destiny is a newly released multi-platform FPS by the creators of Halo.  It has the feel of Halo, Borderlands, and an MMO all mashed together.  I've been having fun with it but I don't know if it will have much staying power with me.  Since I'm a fan of both the FPS and MMO genres it falls in an interesting middle ground for me.

    Destiny is set in the future across terraformed planets in our solar system.  Each planet has different sets of enemies to encounter and different styles of dungeons to explore.  The story and the world aren't well developed but the setting and landscapes are beautiful.

    There are 3 classes to choose from, each with 2 subclasses and a variety of unique powers.  There is probably some replay value there.  I went with the Warlock because Space Magic is very appealing to me.  It's fun to encounter other classes while I play and see how they differ.  Hunters dart around with fast melee strikes while Titans shoulder rush in and can take a ton of damage.  It's your typical Fighter, Rogue, and Mage but it's been reskinned for a sci-fi setting.

    A lot of the typical MMO endgame pitfalls are present, which is weird to see in a FPS.  There is a soft level cap at 20.  After that, you have to hunt for new gear in order to power up.  This should sound familiar to anyone who has ever gotten into MMOs.

    The weird thing is that gear has a stat called "Light" which is unlike the other typical stats (attack, defense, intelligence, strength, discipline).  Gear with the Light stat only drops after hitting level 20 and Light actually pushes your level above 20.  So, a level 20 player who puts on gear with a bunch of Light may actually be level 26.  It's weird but it works.

    Although the endgame is a bit different, it still has the standard gear treadmill.  I've always thought gear treadmills are the worst part about MMOs.  At the end of the game there is a limited amount of content which you have to repeat over and over again in the hopes of randomly getting better gear.  I hate this in MMOs.  I hate it here.



    I'll probably play my level 20 Warlock long enough to experience all the endgame content once and get a couple Light levels.  Then I'll either make an alt or stop playing altogether.  I wonder how many other people will hit that point and stop playing too.

    I've left out details about PVP, so I should touch on that.  I'm not a big fan of FPS competitive play, but it's present, has a variety of game types, and it seems pretty solid.  If you were a fan of the Halo competitive multiplayer experience I'm sure Destiny will fulfill that same need for you.  It's not a big draw for me, but I appreciate that it's an option if I want to add some variety to my gameplay experience.

    I don't want to give the wrong impression.  I like this game.  It's a solid shooter with good core gameplay mechanics.  It has a ton of potential for future expansions to add more content and story.  I think this could be a good game long term, but I know it won't hold my attention for more than a few weeks in it's current form.

    I hope they decide to release expansions and new story content regularly.  If they do, Destiny could morph into an amazing game.


    World Championship Preview: KaBuM eSports – Brazilian Hope (Group D)
    Posted by Cloth5 [HTML][XML][PERM][FULL] on 16 September 2014, 11:00 am

    KaBuM is a name that some might recognise as belonging to a Brazilian technology superstore. In September of last year, the online retailer acquired the LoL squad and coach of Nex Impetus, a promising yet decidedly unaccomplished team, as a first venture into the realm of eSports. Nex Impetus placed 3-4th at Riot’s Season Three […]

    The post World Championship Preview: KaBuM eSports – Brazilian Hope (Group D) appeared first on Cloth5.




    Flameseeker Chronicles: Why I'm a fan of Guild Wars 2's new player experience
    Posted by Massively [HTML][XML][PERM][FULL] on 16 September 2014, 12:00 pm

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    Actual image of what happens when you touch a cat full of static electricity.
    Guild Wars 2's second feature pack dropped last week, bringing balance changes, new collection achievements, a rework of the trading post, and upgrades to the new player experience. Reactions to the last have been mixed, to say the least: Some of us like them, some of us are neutral on the subject, and some of us think ArenaNet made a terrible mistake.

    For my own part, I'm really enjoying the changes. If you happen to be in the "terrible mistake" camp, hold on to your assorted fruit-based projectiles until the end of the article and I'll explain why.

    Continue reading Flameseeker Chronicles: Why I'm a fan of Guild Wars 2's new player experience

    MassivelyFlameseeker Chronicles: Why I'm a fan of Guild Wars 2's new player experience originally appeared on Massively on Tue, 16 Sep 2014 11:00:00 EST. Please see our terms for use of feeds.

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      WordPressers Making a Splash
      Posted by WordPress.com News [HTML][XML][PERM][FULL] on 16 September 2014, 11:00 am
      From new books to appearances in major media outlets, five WordPress.com writers have been busy these past few months.


      Six things I’ve loved about returning to RIFT
      Posted by Bio Break [HTML][XML][PERM][FULL] on 16 September 2014, 9:00 am
      I’ve been back in RIFT for a good week or so now, rocketing up through the first 30 levels.  While the first day back was kind of “meh,” it’s quickly returned to my favorites list — as in, I can’t … Continue reading


      Battle Bards Episode 35: Dungeons & Dragons Online
      Posted by Bio Break [HTML][XML][PERM][FULL] on 16 September 2014, 9:00 am
      A good D&D session doesn’t only need character sheets and an abudance of 20-sided dice, but atmospheric tunes as well.  What kind of soundtrack does the long-running Dungeons & Dragons Online have?  The Battle Bards investigate DDO’s score this week, … Continue reading


      Farewell to Rusty Hearts
      Posted by Massively [HTML][XML][PERM][FULL] on 16 September 2014, 10:00 am

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      Rusty Hearts
      Back in August, Perfect World Entertainment announced that it planned to shut down story-driven action MMO Rusty Hearts come mid-September, and that date has now come and gone. Last night was the game's final evening, and players gathered to say farewell without much fanfare from PWE, which has not yet updated the website or forums to indicate that the game is now closed.

      One forum-goer was kind enough to provide screenshots of the game's last 10 minutes, which another poster said featured "more people than the average population of the servers these days."

      Farewell to you, Rusty Hearts.

      [Thanks, Fakepants.]

      MassivelyFarewell to Rusty Hearts originally appeared on Massively on Tue, 16 Sep 2014 09:00:00 EST. Please see our terms for use of feeds.

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        Final Fantasy XIV introduces personal housing (badly) with patch 2.38
        Posted by Massively [HTML][XML][PERM][FULL] on 16 September 2014, 11:00 am

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        WHO CAME UP WITH THIS SERVER ARCHITECTURE AND WHY CAN I NOT DO THIS YET?
        After more than half a year of waiting, Final Fantasy XIV players can finally purchase houses of their own. Provided, of course, that they have an exceptional amount of disposable gil and were on the servers early. Patch 2.38 introduces the option of purchasing land in the housing wards as an individual, but with prices starting at 4 million on the most populated servers for the smallest plot and with only two new wards introduced, many players who had been hopeful for a new house will find their hopes quickly dashed.

        Producer Naoki Yoshida took to the forums to apologize for the land shortage, promising that more wards will be introduced with or following the launch of patch 2.4, which should double the amount of available land. While the prices are equal for both personal and free company houses (being built on the same plots), these prices are significantly lower than those when housing was first introduced, even after adjustments to Legacy worlds. The update also contains other features, including new emotes, new Relic Weapon quests, and update loot in Syrcus Tower and the Second Turn of the Binding Coil.

        MassivelyFinal Fantasy XIV introduces personal housing (badly) with patch 2.38 originally appeared on Massively on Tue, 16 Sep 2014 10:00:00 EST. Please see our terms for use of feeds.

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        The Favorites of Selune - Skin Deep - Session 1
        Posted by Tobold's Blog [HTML][XML][PERM][FULL] on 16 September 2014, 9:55 am
        The previous session ended with the Favorites of Selune handing over their weapons peacefully to the ruffians guarding the euphemistically named seamstresses' guild (I had expected that they would be bored at that point and start a fight). So this session starts with them meeting Madame Emerine, the guild mistress (and brothel madam). They manage to convince her that it wasn't them who killed Belina, and get their weapons back. What Madame Emerine knows is that since recently Belina had a special secret client, whose identity she doesn't know. But Belina's brother Irv acted as a go-between and thus should have that information. Only problem is that Irv believes that the sorceress in the group is responsible for the dark magic that killed his sister. To help finding the boy and convincing him otherwise, the group hires Beatrice, the scarred woman who is the protectrice of the guild to escort them for three days.

        They find Irv near the tavern at the market, but he is afraid of the group and tries to run away. [I handle that as a skill challenge. Not my favorite part of 4E, but at least players get to roll some dice in a session otherwise having only role-playing.] They catch Irv and with some sweets and diplomacy manage to persuade him that they only want to help finding Belina's killer. Irv reveals that Belina's lover is Prince Ular, commander of the guard, whom the group already met in the previous session. The prince even wanted to set Belina up as his mistress in a house somewhere.

        The Favorites of Selune then interviewed some other potential witnesses: One couple that had dined in the tavern at the time they arrived, but as they hadn't stayed the night they knew nothing. So they visit another local couple, who had stayed the night due to renovation work in their home, Master Dynrod the leatherworker and his wife. They find Master Dynrod in his workshop where he is making a bellows, but he and his wife didn't hear anything that night either.

        So finally the group goes to the palace, where they have an appointment to make a formal statement. They are treated not very friendly, left waiting for an hour before being led to the guard commander, Prince Ular. The prince clearly suspects them, and interviews them for a long time in a hostile tone. The group offers to use a raise dead ritual on the dead girl [something I hadn't planned for, so I improvised here], but the prince said that this ritual was already being cast, and that there would be a line-up tomorrow. While the interview is dragging on, the door opens and a guard announces the prince's sister, Princess Taidra. Taidra is a very beautiful woman with long blond hair, and very charming to the adventurers. She demands of her brother to let them go, as she is convinced that it was "the Underdark menace" who killed the tavern wench. As the prince only has suspicions and no evidence, he has to let the Favorites of Selune go.

        So the group returns to the tavern, where in light of the events of the previous night they set up a guard rotation this night. In the early hours of the morning the guard suddenly sees a black cloud appearing in the room, but falls unconscious before he can raise an alarm. Waking up a bit later, each player [I took them aside one by one] sees the following: His friends are gone, and the character now finds himself alone in the room with five dark-skinned gnomes. In fact all six players have been transformed into svirfneblin, but don't realize their own transformation at first, only seeing the other five group members in that form. Having asked each player individually for his first reaction, we rolled initiative. I was lucky, the two players who *didn't* just call out rolled the highest initiative. So we got the hunter firing two arrows at the warrior, while the druid jumps out of the window while calling for help. [Very fun scene.]

        Finally the adventurers realize what happened, and they also are immediately aware that with all that talk of the Underdark menace, they wouldn't be very welcome in the city, and risk being attacked on sight. They call back the fleeing druid, and while looking out of the window find a bellows outside, with its nozzle pointing inside the room through a hole in the wall. They take that bellows, and find a maker's mark from Master Dyson, and residue of a greyish powder. As the druid already called for help, they hurry to grab their things and flee through the tunnel they discovered in the previous session in the cellar, leading out of town. Having been awoken by the druid's call for help, the innkeeper is awake downstairs. He adds to the chaos by now also calling for help, shouting that there is "an invasion from the Underdark". The group reaches the cellar, and flees town before any guards arrive.

        The druid of the group remembers that there is a higher level druid living in a forest to the south of the city. And as druids know about transformations, they decide to head there. When the sun goes up they notice that as dark gnomes the sun hurts their eyes. They also have lost many of their racial abilities, them having been replaced by the racial abilities of svirfneblin. Reaching the shade of the forest is better for their eyes, but after a while in the forest they come across a group of kobold shepherds with the flock of drakes, who immediately attack. As it was getting late, we decided to do that combat in the next session.
        Tobold's Blog



        Battle Bards Episode 35: Dungeons & Dragons Online
        Posted by MMO Gamer Chick [HTML][XML][PERM][FULL] on 16 September 2014, 9:02 am
        A new episode of Battle Bards is up! A good D&D session doesn’t only need character sheets and an abundance of 20-sided dice, but atmospheric tunes as well.  What kind of soundtrack does the long-running Dungeons & Dragons Online have?  Syp, Syl and I investigate DDO’s score this week, in particular contrasting the old tracks […]


        The Daily Grind: What do you think of ArcheAge's PvP?
        Posted by Massively [HTML][XML][PERM][FULL] on 16 September 2014, 9:00 am

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        I've been playing a lot of ArcheAge since Friday, but I'm still not level 30 on any of my characters so I still haven't sampled much of the game's PvP. In fact, aside from an ocean-going trade run last night where I tagged along as a lowly level 12 and ended up on the wrong end of a level 35's sword, I haven't PvPed at all.

        What about you, ArcheAge fans? Have you PvPed yet, and if so, what did you think of it?

        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!

        MassivelyThe Daily Grind: What do you think of ArcheAge's PvP? originally appeared on Massively on Tue, 16 Sep 2014 08:00:00 EST. Please see our terms for use of feeds.

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          Classes.. Classes Everywhere..
          Posted by MmoQuests.com [HTML][XML][PERM][FULL] on 16 September 2014, 6:34 am
          One of the most difficult aspects to ArcheAge I have had to deal with so far involves picking a class to play. There are 120 class combinations and of course some are going to be better suited to your play … Continue reading


          Triple A games for the masses
          Posted by Tobold's Blog [HTML][XML][PERM][FULL] on 16 September 2014, 3:12 am
          The sales strategies for video games for different market segments appears to be pretty much set: On the one side we have expensive triple A games for a small hardcore market, and on the other side we have cheap or pseudo-free games that sell millions of copies to casual gamers. You only earn small amounts of money per game on those casual games, but as your production cost are low and you sell so many copies (or make money from a few whales among lots of free players), overall you make a profit. But what if you could have the best of both of these worlds: A game that sells for $60, which also sells millions of copies to not-so-hardcore average gamers. How could you get there?

          Well, one thing to consider is that if you design games in a specific genre for a hardcore audience, you tend to add more and more features to it. That moves the game away from the average customer's needs. So if you want to make that triple A game for the masses, you will need to make the most generic version possible, one which appears to be rather bland and unexciting to the hardcore players. You will need to make the everygame for the everyman, a game that is clearly identifiable as being at the very core of a genre without adding anything new to it. A game that doesn't require familiarity with the genre to play, because most of your target audience is people who don't usually play such games.

          Then of course you will need to market your game in a different way. You need a much bigger advertising budget. And you need to concentrate on advertising your game in places where regular people will see it, from bus stations to regular newspapers and TV ads. The specialized gaming press isn't your focus here, they'll write about your game anyway once everybody is talking about it.

          If you look at this plan to make a triple A game for the masses, it might look somewhat familiar. Isn't there a Destiny advertisement at your bus station or in your newspaper? Haven't you just read some Destiny reviews calling the game generic and lacking innovation? Hasn't the game shipped $500 million worth of copies at launch anyway? Haven't you played the most generic MMORPG with millions of players and the most generic RTS with millions of players from exactly the same company?

          I think that if you see the mediocre reviews of Destiny in specialized gaming magazines or on Metacritic, you might be getting a wrong impression of that game. Who needs a high Metacritic score when you target customers who don't know about Metacritic, but read the positive stories in the Washington Post instead? I don't think Activision Blizzard worries much about the bad opinion some core gamers have of their games as long as those games make millions of dollars. And they do. If there is one company that has understood the secret recipe to making extremely profitable triple A games for the masses, it is Activision Blizzard. If you hate their games, it is because you simply aren't their target audience. If their games appear well crafted, polished, but somewhat generic and inoffensive, that is by design. And the ultimate joke is that the core gamers are going to buy the games anyway, because they can't afford not to know the game everybody is talking about.
          Tobold's Blog



          WIP Post

          NOTE: I've found 3 new files named : KINGPORO_PoroFollower, Poro_Lane, PoroKing. They were added to map 12 - which is probably Howling Abyss.


          New Soraka Abilities Images

          <table border="2"> <tbody> <tr> <td style="text-align: center;">Passive</td> <td style="text-align: center;">Q</td> <td style="text-align: center;">W</td> <td style="text-align: center;">E</td> <td style="text-align: center;">R</td> </tr> <tr> <td style="text-align: center;"></td> <td style="text-align: center;"></td> <td style="text-align: center;"></td> <td style="text-align: center;"></td> <td style="text-align: center;"></td> </tr> </tbody> </table>

          Texture Rebalances

          Context

          Originally Posted by Riot (View Original Source)

          UPDATE:
          Thanks for all your feedback, both positive and negative. There's been an overwhelming response to this, so I'm sorry that I haven't been able to reply to everything. I assure you that I've been reading through this thread (as well as many many others).

          So to let you know what's coming up during this cycle. We had a large response to two characters in particular, and we're looking to bring your feedback in. Namely, Akali and Nautilus.

          Akali will be receiving a few more details back, in response to her being too simplified. She's being modified with our goals still in mind, but we agree that we went too far. We will also be returning the Silver kamas on Silverfang Akali.

          Nautilus is being grundged up, and will be getting more rust. We're also looking at an opportunity of placing a shader on his base as well, to really help it feel like metal, and not the commonly quipped plastic.

          Finally, we're looking to finish Corki with the Red Baron and Ice Toboggan skins.

          <table border="0"> <tbody> <tr> <td style="text-align: center;">OLD</td> <td style="text-align: center;">NEW</td> </tr> </tbody> </table>

          Base Akali

          <table border="0"> <tbody> <tr> <td></td> <td></td> </tr> </tbody> </table>

          Stinger Akali

          <table border="0"> <tbody> <tr> <td></td> <td></td> </tr> </tbody> </table>

          Silverfang Akali

          <table border="0"> <tbody> <tr> <td></td> <td></td> </tr> </tbody> </table>

          Ice Toboggan Corki

          <table border="0"> <tbody> <tr> <td></td> <td></td> </tr> </tbody> </table>

          Base Nautilus

          <table border="0"> <tbody> <tr> <td></td> <td></td> </tr> </tbody> </table>

          Champion Changes

          Garen

          • Perservance [ Passive ] - Now regenerates X health every 5 seconds (from X health per second) [Note: think of Warmogs Armor]

          Maokai

          • Vengeful Maelstrom [ R ] - Now can store up to 100/150/200 bonus damage (down from 150/200/250)

          Talon

          • Cutthroat [ E ] - Now slows enemy by 99% for 0.1 second
          • Cutthroat [ E ] - 1 second silence has been REMOVED

          Item Changes

          Infinity Edge

          • Now costs 3800 gold (down from 3950) [Back to live]



          Important: Unofficial PBE Patch Notes for 9/16/2014 - Soraka Abilities Images, Texture Rebalances, Champion Changes


          Lyte on 4v5 Games, Honor, Positive Behavior and More

          Originally Posted by Riot (View Original Source)

          @Lyte,

          I've been playing this game for a few years now, from Silver to Diamond. One of the biggest problems I have with this game is when someone in ranked is AFK from the start. This immediately raises tilt-esque behavior in players because it simply isn't fair. [...]

          We agree that starting a game 4v5 is an incredibly frustrating experience, even if it happens rarely. Right now, we're working on the LeaverBuster system which addresses leavers/AFKs more aggressively; however, we do have some work in the pipe to allow players to restart a match if a player fails to connect or is AFK at the start of a match. The leaver/AFK would of course receive leaver/AFK penalties, but the rest of the players in the game can just restart the match.




          Done Deal
          Posted by No Prisoners, No Mercy [HTML][XML][PERM][FULL] on 15 September 2014, 11:25 pm
          Mojang has confirmed the sale of minecraft. The price tag Microsoft dropped on the deal was 2.5 billion.  With the sale of the company founder Notch and two co-founders are leaving. How will Microsoft earn back all that money? Last year Mojang earned $326 million from Minecraft. “The vast majority–over 90 percent–of Mojang’s money came...


          I Watch Anita Sarkeesian So You Don’t Have To. But You Should.
          Posted by Zen Of Design [HTML][XML][PERM][FULL] on 15 September 2014, 11:37 pm
          So, my Twitter feed has been full of people who believe that Anita Sarkeesian wants to corrupt my brain, and convert me into being an SJW zombie, thus ruining every


          Unofficial PBE Patch Notes for 9/16/2014
          Posted by News [HTML][XML][PERM][FULL] on 15 September 2014, 11:16 pm

          WIP Post

          NOTE: I've found 3 new files named : KINGPORO_PoroFollower, Poro_Lane, PoroKing. They were added to map 12 - which is probably Howling Abyss.


          New Soraka Abilities Images

          <table border="2"> <tbody> <tr> <td style="text-align: center;">Passive</td> <td style="text-align: center;">Q</td> <td style="text-align: center;">W</td> <td style="text-align: center;">E</td> <td style="text-align: center;">R</td> </tr> <tr> <td style="text-align: center;"></td> <td style="text-align: center;"></td> <td style="text-align: center;"></td> <td style="text-align: center;"></td> <td style="text-align: center;"></td> </tr> </tbody> </table>

          Texture Rebalance

          Context

          Originally Posted by Riot (View Original Source)

          UPDATE:
          Thanks for all your feedback, both positive and negative. There's been an overwhelming response to this, so I'm sorry that I haven't been able to reply to everything. I assure you that I've been reading through this thread (as well as many many others).

          So to let you know what's coming up during this cycle. We had a large response to two characters in particular, and we're looking to bring your feedback in. Namely, Akali and Nautilus.

          Akali will be receiving a few more details back, in response to her being too simplified. She's being modified with our goals still in mind, but we agree that we went too far. We will also be returning the Silver kamas on Silverfang Akali.

          Nautilus is being grundged up, and will be getting more rust. We're also looking at an opportunity of placing a shader on his base as well, to really help it feel like metal, and not the commonly quipped plastic.

          Finally, we're looking to finish Corki with the Red Baron and Ice Toboggan skins.

          <table border="0"> <tbody> <tr> <td style="text-align: center;">OLD</td> <td style="text-align: center;">NEW</td> </tr> </tbody> </table>

          Base Akali

          <table border="0"> <tbody> <tr> <td></td> <td></td> </tr> </tbody> </table>

          Stinger Akali

          <table border="0"> <tbody> <tr> <td></td> <td></td> </tr> </tbody> </table>

          Silverfang Akali

          <table border="0"> <tbody> <tr> <td></td> <td></td> </tr> </tbody> </table>

          Ice Toboggan Corki

          <table border="0"> <tbody> <tr> <td></td> <td></td> </tr> </tbody> </table>

          Base Nautilus

          <table border="0"> <tbody> <tr> <td></td> <td></td> </tr> </tbody> </table>

          Champion Changes

          Garen

          • Perservance [ Passive ] - Now regenerates X health every 5 seconds (from X health per second) [Note: think of Warmogs Armor]

          Maokai

          • Vengeful Maelstrom [ R ] - Now can store up to 100/150/200 bonus damage (down from 150/200/250)

          Talon

          • Cutthroat [ E ] - Now slows enemy by 99% for 0.1 second
          • Cutthroat [ E ] - 1 second silence has been REMOVED

          Item Changes

          Infinity Edge

          • Now costs 3800 gold (down from 3950) [Back to live]



          A look at new nautical monsters from the Korean ArcheAge
          Posted by Massively [HTML][XML][PERM][FULL] on 15 September 2014, 10:00 pm

          Filed under: , , , , ,

          Leviathan, Leviathan (Endless)!  Leviathan, Leviathan (Send us)!  Leviathan, Leviathan (Breathless)!  Leviathan, Leviathan (Deathless)!
          After a wait so long that more or less everyone could be forgiven for thinking it would never happen, ArcheAge has finally entered its early access period here in America. But that doesn't mean you don't have more to look forward to. Over on YouTube, InporylemQQ has taken a peek at a pair of nautical additions coming to the Korean version of the game, major PvE monsters meant to challenge players.

          The first foe on display is a massive sea beast that's easily larger than the vessel of the player in the video; it gets a few good hits on the ship before it slips beneath the waves. There's also a ghost ship that fires cannon at the player. Both appear to be high-end monsters meant to challenge players with adequate gear, and both were added in patch 1.7 -- which means that they're a fair way off in the game's updates in the West. Think of them as coming attractions.

          [Thanks to Karl for the tip!]

          Continue reading A look at new nautical monsters from the Korean ArcheAge

          MassivelyA look at new nautical monsters from the Korean ArcheAge originally appeared on Massively on Mon, 15 Sep 2014 21:00:00 EST. Please see our terms for use of feeds.

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            What the best players do
            Posted by Best League Blog NA [HTML][XML][PERM][FULL] on 15 September 2014, 7:19 pm
            The first thing you’ll notice the best players do is probably what they say after they die: “I should have done…” They don’t blame their teammates or are wowed by inevitability. The best players always learn from every mistake and look for what the correct response to the situation was. … Continue reading


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