Ethical game journalism requires the journalist not to play games
Posted by Tobold's Blog [HTML][XML][PERM][FULL] on 29 August 2014, 4:41 am
I tend to see the world not in black & white, but in scales of grey. So I can't give you a clear yes or no answer on the question whether I consider myself as a game journalist. Obviously my activity, writing opinions about games on my blog, resembles game journalism. I once ran around a Blizzard convention with a press pass around my neck. On the other hand that is not my job, but just a hobby. So it is somewhere in a grey area where I am in part a game journalist, and in part I am not. So the part of me that is somewhat a game journalist is interested in the issues of game journalism, and the ethics thereof. For example I do have a strict disclosure policy, where I disclose if the product I am reviewing was a free review copy.

Lately the ethical questions about game journalism got somewhat reversed: Before the question was usually whether a game company gave money or things of value to a game journalist. Today the question is in the other direction: Does the game journalist give money to the game designer? Because if he does, he could be said to have a special interest in the success of that game designer, and thus not be objective. This sort of consideration caused Kotaku to post a new policy prohibiting their game journalists from supporting game designers on Patreon.

Now people point out that Patreon is just a single platform on which a game journalist could financially support a game designer. What about other platforms, like Kickstarter, or Steam Early Access? And ultimately, what about a game journalist buying a game, in which case part of his money also goes to the game designer?

So if you are a game journalist and you get a game for free, you can't be objective. And if you buy the game, you can't be objective either. I assume stealing the game isn't part of an ethics policy either. Which means that an ethical game journalist cannot play the game he is reviewing. He has to rely on YouTube or Twitch to see other people play it (now that explains the recent interest if internet giants in Twitch). I must say that there are game journalists around that are apparently far more ethically advanced than I am. I've read a lot of game reviews that made it quite plausible that the author writing the review never played the game in question.

I'm afraid that my blog has an unethical policy: While I do sometimes comment on games that I haven't played (for example because they don't exist yet), I don't put the word "review" on a post unless I have played the game. And in the large majority of cases that means that I have bought the game in one form or another. I do accept donations from readers to finance buying those games. I wonder when that will be considered unethical.
Tobold's Blog



DM techniques for running D&D encounters faster
Posted by Tobold's Blog [HTML][XML][PERM][FULL] on 29 August 2014, 3:32 am
I talked this week about the dual role of the dungeon master (DM) in a game of Dungeons & Dragons or similar tabletop role-playing game: Prepare and improvise. In this post I'm going to talk exclusively about the preparation part. Advance warning, if you aren't planning to play a pen & paper role-playing game anytime soon, this post isn't going to be very interesting to you.

Me and my players love the tactical combat encounters of D&D 4th edition. We love having lots of options in each round of combat, and not just announcing basic attacks. And we love the tactical options that come from using figurines on a battlemap. For a combat to be tactical, it must last several rounds, so that the effect of tactics has more impact on the fight than lucky dice rolls. All that means that tactical combat takes a certain amount of time. But how much time it takes depends very much on DM preparation. If you hear from people who say it took them hours for a simple fight, you know that encounter was badly prepared. If you don't bring the tools to run tactical combat quickly, it is like digging a tunnel with a spoon. I recently watched Wizards of the Coast playing the first combat encounter of the 5th edition Starter Set on YouTube, and it took them 1 hour. I can play a 4E encounter of the same size in the same time, or faster, with the preparation I will list in this post.

So what is my secret weapon? Sorry, it isn't something fancy like a 3D printer. I am using a regular color laser printer. I prefer laser because the ink doesn't smudge when handling the paper, and the stuff I print for games gets handled a lot. And what I use a lot for the printed game material I use is thin cardboard, 210 g/m², which is thin enough to work with my printer, but thick enough to be a lot more resistant than regular paper.

The first tool for running encounters faster is printing all the powers and magic items the players have on little cards, the size of playing cards. I have to print those because I play in French, but at one point in time one could also buy power cards from WotC. What I also use is deck sleeves, the kind that players of Magic the Gathering or other trading card games use. So the at-will powers go into green sleeves, the encounter powers in red sleeves, and the daily powers in black sleeves, making it easier to find the power you need. I also have cards for action points and magic items, and each player gets a Deck Protector box with all the cards of his powers and stuff. The result is that nobody at my table needs to look up the details of his powers during combat, we basically never use the Player's Handbook during play unless there is a rules question we aren't sure about.

On the DM side I pack everything I need for one encounter into one clear sheet protector: Battlemap, monster stats, tokens, and initiative riders. I use Campaign Cartographer / Dungeon Designer software to print my battlemaps, unless I have a poster battlemap from a published adventure. For the characters of the players one of my players provided painted metal figurines. But for monsters I use 2-dimensional tokens. Some tokens I get from boxed adventures or the Monster Vault. But if I need my own I print them on 1" cardboard squares, which I stick on 1" square self-adhesive felt pads, the sort you can buy to stick under the legs of your chairs to not scratch your floor. Printed tokens have one advantage over figurines in that you can print numbers on them, which makes it easier to keep track of which orc got hit for how much damage or is suffering from which status effect. Speaking of which, I printed little rings on cardboard with status effects like ongoing damage and use them for both figurines and tokens on the battlemap. Finally I print 1" x 2" cardboard initiative riders, which I fold in half and place on the top of my DM screen, showing the order of initiative to both my players and me. By having the monster stats printed on paper I don't need to refer to pages of the Monster Manual or the printed adventure, and can also track health and status effects on that paper. With all that neatly packed together in one clear sheet protector, I can set up an encounter in a very short time without causing a huge pause in the narrative.

Outside encounters I use much less prepared material. I have Paizo Face Cards to represent my NPCs, because NPCs are more memorable if they have a face. I have the occasional handout, for example for quests, or to show images of a location. But most of the adventure information I have just stored in my brain, because things like NPC motivations and likely course of actions are just the basis for improvised role-playing, and not something you print and hand out.

All this preparation obviously takes some time. I don't mind, because while I prepare those encounters I can think about how to play them, which then helps me to run them better. Ultimately the goal is to make encounters interesting and memorable, and good preparation helps a lot there. You get a lot better immersion if your encounter isn't interrupted by organizational chaos or the DM having to look up stuff. Preparation not only cuts down the time spent on combat encounters, it also creates a smoother flow and better narrative.
Tobold's Blog



Unofficial PBE Patch Notes for 8/29/2014 - Ascension is here!
Posted by News [HTML][XML][PERM][FULL] on 29 August 2014, 2:34 am

WIP Post

UPDATE2: Pics are here!
UPDATE: Ascension mode is here! Finding a game takes a while tho.


Ascension

New awesome UI. Relics are directly on speed shrines, summoning platforms are old capture points. Mode has banning phase. There's also sandstorm all over the place.

Here's how map looks:

Relics

And there's the Xerath

He's doom bot in disguise

Defeating him gives you Ascension

Which comes with great power of course... (it scales)

Closer look on ascended visuals

 

Now summoning platforms

The outercircle (between platforms) is unavailable

The winners teleports into one place and start to dance to celebrate!


New Inhibitor and Nexus Icons

Inhibitor                                                  Nexus    

          


Champion Changes

Azir

Arise! [ W ] - Now says: "If multiple soldiers strike the same target,each soldier after the first deals 25%"




Important: Unofficial PBE Patch Notes for 8/28/2014 - Guardian of the Sands Kha'zix, Galactic Azir, Azir and Cassiopeia Changes


Double IP Weekend Clarification

Originally Posted by Riot (View Original Source)

Hey Everyone!

Just wanted to clear up what's going on here. All regions are getting 3 days of double IP. NA is 8/30 - 9/1 while all other regions are 8/29 - 8/31. NA is pushed back a day so people can take advantage of the Monday off for Labor Day.

The post referenced is an error on our end, so we apologize for the confusion. It should be corrected shortly.





Ascension

Was disabled very quickly due to major bugs.


Guardian of the Sands Kha'zix


Galactic Azir

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

 


Champion Changes

Azir

  • Base Movement Speed is now 335 (up from 330)
  • Conquering Sands [ Q ] - Now slows by 25% (up from 20%)
  • Arise! [ W ] - New mechanic:
    "Azir can expend a soldier to damage an enemy turret by summoning it on top of the turret.This deals 90 + 25*AzirLevel (+0.7*AP) magic damage to the turret."
  • Arise! [ W ] - Soldiers are now unable to attack any structure.
  • Emperor's Divide [ R ] - Now scales with 0.6*AP (up from 0.5*AP)

Cassiopeia

  • Miasma [ W ] - Now slows by 25/30/35/40/45% (up from 15/22.5/30/37.5/45%)



Unofficial PBE Patch Notes for 8/29/2014
Posted by News [HTML][XML][PERM][FULL] on 28 August 2014, 11:39 pm

WIP Post

NOTE: PBE received lacking files for Ascension, it should be enabled once PBE is up!


New Inhibitor and Nexus Icons

Inhibitors                                                 Nexus'     

          


Champion Changes

Azir

Arise! [ W ] - Now says: "If multiple soldiers strike the same target,each soldier after the first deals 25%"




Tier 5 Upgrades
Posted by Blue Kae [HTML][XML][PERM][FULL] on 28 August 2014, 10:33 pm
Yesterday Cryptic released the one dev blog a lot of people have been waiting impatiently for, upgrading Tier 5 ships. Upgrading is done via Zen through the C-store, for between $5 and $10 (subject to change as is all of the dev blog information). The upgrade is per ship but account wide, although I don’t […]


Steam Pre-Orders for The Evil Within!
Posted by Bethesda Blog [HTML][XML][PERM][FULL] on 28 August 2014, 9:40 pm
Good news! Beginning today, you can pre-order The Evil Within on Steam. With your pre-order, you’ll gain access to “The Fighting Chance Pack” featuring helpful items that keep you on Detective Sebastian Castellanos’ good list. Pre-order here on Steam. Stay tuned for updates on pre-loading and the game’s recommended system requirements.


Latest Pathfinder Online devblog emphasizes player-driven economy
Posted by Massively [HTML][XML][PERM][FULL] on 28 August 2014, 11:00 pm

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Although players in Pathfinder Online's Alpha 7 run will earn 5,000 XP per hour (in order to help them test more things), the latest devblog warns that things will get decidedly harder once gameplay starts after Early Enrollment. At that point players will face a "cold start," beginning the game with only simple peasant clothes, a club, and 1,000 XP to spend on initial feats. Everything else, from feats to gear to cash, will grow from that.

The devblog also details the player-driven economy; by design, nearly everything characters use will be player-crafted. Mobs will drop only starter equipment, coin, salvage, or -- the rarest and most valuable -- recipes. Players can only upgrade gear past the starter level through crafting, and gear can be crafted with certain key words that add bonuses when combined with specific slotted feats. For full details, and a look at what Pathfinder devs are doing at PAX Prime, check out the official site.

MassivelyLatest Pathfinder Online devblog emphasizes player-driven economy originally appeared on Massively on Thu, 28 Aug 2014 22:00:00 EST. Please see our terms for use of feeds.

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Dark Age of Camelot patch spruces up keeps and relic raids
Posted by Massively [HTML][XML][PERM][FULL] on 28 August 2014, 9:00 pm

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daoc
Patch 1.115c went live on Dark Age of Camelot's servers today, bringing with it a slew of changes to the game's relic raids, keep art, and New Frontiers system.

Players will log in to discover that relics are back in the possession of relic temples, bringing back the old raid mechanics for a new age. To steal a relic, teams have to open up certain relic milegates first and then plunder the item from its respective keep. Keeps have also received a visual upgrade and can be captured and upgraded by the three factions.

There are several new RvR quests as well as plenty of fixes for bugs that may vex ye, so check out the patch notes and give the updated classic MMO a whirl!

MassivelyDark Age of Camelot patch spruces up keeps and relic raids originally appeared on Massively on Thu, 28 Aug 2014 20:00:00 EST. Please see our terms for use of feeds.

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Star Conflict launches September 4th
Posted by Massively [HTML][XML][PERM][FULL] on 28 August 2014, 10:00 pm

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Star Conflict
Sci-fi space sim MMO Star Conflict has today announced its official launch date: September 4th.

The EVE-like soft-launched as an open beta title on Steam last year; this formal release will include a special invasion mode still currently in closed beta. What's invasion mode?
Invasion Mode features an underlying story in which an alien race that disappeared into another dimension of space and time has now returned to invade and conquer. Players must team up in parties of four to explore the new 'Open Space' area and combine forces as they take on new quests and engage in PvP and PvE battles. These new activities provide new loot, which players can use to construct unique armament options and protection for their spaceships.
While the game is ostensibly free-to-play, it offers half a dozen purchaseable DLC packs running from $19.99 to $79.99.

[Source: Press release]

MassivelyStar Conflict launches September 4th originally appeared on Massively on Thu, 28 Aug 2014 21:00:00 EST. Please see our terms for use of feeds.

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    The Stream Team: Random drafting in Dota 2
    Posted by Massively [HTML][XML][PERM][FULL] on 28 August 2014, 8:00 pm

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    Dota 2
    Newcomers to Dota 2 often stick to the game's All-Pick mode when searching for matches. In All-Pick, every hero currently in the game's hero pool is available for selection. This makes character selection more manageable for new players (since you can pick heroes you know), but it also leads to an All-Pick All-Stars syndrome in which the same few heroes show up time and again to crush teams and bust ancients.

    Tonight, Massively's Mike Foster is exploring a different game mode known as Random Draft. In Random Draft, players take turns choosing from a pool of randomly selected heroes. There's still flexibility in terms of individual hero choice, but the full pool isn't available, and thus teams must get creative using the heroes that appear. Sometimes this goes well; sometimes it doesn't.

    Tune in at 7:00 p.m. EDT to see how it turns out for Mike.

    Game: Dota 2
    Host: Mike Foster
    Date: Thursday, August 28th, 2014
    Time: 7:00 p.m. EDT

    Enjoy our Stream Team video below.

    Continue reading The Stream Team: Random drafting in Dota 2

    MassivelyThe Stream Team: Random drafting in Dota 2 originally appeared on Massively on Thu, 28 Aug 2014 19:00:00 EST. Please see our terms for use of feeds.

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      Final Boss Veigar Available
      Posted by News [HTML][XML][PERM][FULL] on 28 August 2014, 6:42 pm

      Final Boss Veigar Takes over League of Legends

      Originally Posted by Riot (View RedTracker Source)

       

      How does it feel to have your own game turned against you? I’ve twisted the game code itself into a weapon. I’ve even ripped into the website! Tell me that I’ll never be more than a “mini” boss… Nobody can stop me now! Not those pathetic arcade characters, not the programmers, not the players. Nobody!

      I’ll drop data blocks onto their heads. Cage them with code ripped from the mainframe itself. I’ll obliterate you all and grow stronger with every kill! League of Legends is my game now! Do you hear me?! Mine! I am Final Boss Veigar!

      Delete your enemies as Final Boss Veigar, available now in the League of Legends store for 1820 RP. If you’re into classic video games, you can also snag the Arcade Baron Icon for 250 RP.




      LotRO heaps love on its music system with Update 15
      Posted by Massively [HTML][XML][PERM][FULL] on 28 August 2014, 6:00 pm

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      lotro
      This news should be sweet music to many Lord of the Rings Online players: Turbine is making improvments to the music system come Update 15.

      "This system has such a net positive effect on the game, and more importantly on community, [that] it was long overdue for some developer love," the team posted. In the patch for sure are adjustments to the music system's pitch, volume, and balance, as well as a tuning pass.

      Turbine also is toying with adding two additional instruments, the string bass and serpentine, although it makes "no promises" that it will be able to do so. Another stretch goal for the update is player-spawnable stages.

      MassivelyLotRO heaps love on its music system with Update 15 originally appeared on Massively on Thu, 28 Aug 2014 17:00:00 EST. Please see our terms for use of feeds.

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      Norrathian Notebook: I tasted Landmark's combat and I like it!
      Posted by Massively [HTML][XML][PERM][FULL] on 28 August 2014, 6:30 pm

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      Better late than never, right? At long last, after months of only mining and voxel magic (and then an overnight delay), I have finally partaken of the Landmark combat fruit. And oh, how sweet it is! Of course the system was just barely implemented and is in only its first iteration, but that doesn't stop me from sharing the experience I had upon first logging in to check things out. So in I jumped just as soon as servers went live... and there I lost the rest of my day.

      Even with the inevitable bugs, I was not disappointed by my first few hours of this update. There are flingers and teleporters, weapons and proximity mines -- plenty of things to keep a slightly wacky mind occupied. And who can leave out the new joys of fall damage? Here are my unadulterated first impressions of that much-anticipated system.

      Continue reading Norrathian Notebook: I tasted Landmark's combat and I like it!

      MassivelyNorrathian Notebook: I tasted Landmark's combat and I like it! originally appeared on Massively on Thu, 28 Aug 2014 17:30:00 EST. Please see our terms for use of feeds.

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        Heroes of the Storm launches interactive battleground page
        Posted by Massively [HTML][XML][PERM][FULL] on 28 August 2014, 7:00 pm

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        Percival J. Ogre and his companion discuss the comparative merits of oligarchy compared to tyranny.  And farting.
        Looking forward to exploring the maps in Heroes of the Storm? The good news is that you can do so right now, even if you aren't currently in the test pool. The game's interactive battleground maps are now available, showing off the fields of battle and allowing you to zoom in or out, highlight important points, and scroll around to see all of the neat stuff that's there to be seen.

        Each of the maps has numerous different mechanics as well as additional routes for players to take, including aboveground and underground routes or enemies that spawn during the night. The page outlines how all five maps will work and should help players start plotting strategies even without getting your hands on the game. If you feel like a bit of surveying, go check out the maps now.

        MassivelyHeroes of the Storm launches interactive battleground page originally appeared on Massively on Thu, 28 Aug 2014 18:00:00 EST. Please see our terms for use of feeds.

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        More Jumbo
        Posted by Welshtroll [HTML][XML][PERM][FULL] on 28 August 2014, 4:01 pm
        I do enjoy pick up deals from the Humble Bundle website, usually there is one or 2 games I fancy getting plus I’m a sucker for game soundtracks and jump at any chance to add more to my collection. This time around is a Humble Jumbo Bundle 2, which includes lots of titles that were […]


        Captain's Log: Star Trek Online's expansion and communication
        Posted by Massively [HTML][XML][PERM][FULL] on 28 August 2014, 5:00 pm

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        We're hard at work developing stuff, some of which will come off as tone-deaf.
        So we finally know what the next expansion is going to be for Star Trek Online, and my speculation regarding the Xindi and points related turned out to be way off. Nope, we're heading into the Delta Quadrant, which is less interesting to me than the Gamma Quadrant, but I suspect the powers that be are exploring all the angles of existing content first. It's coming with a level cap increase, a new tier of ships, a bunch of new tricks, and apparently some bonus communication misses.

        Delta Rising is really on track to be a pretty divisive expansion anyway. It was inevitable, really; raising the level cap now was going to lead to problems no matter how it was handled. Unfortunately, Cryptic Studios hasn't done a great job communicating what's in the works for players, nor have the first few things that we've heard exactly countered some early suspicions. It was a minefield that's thus far been navigated largely with a push and a blindfold.

        Continue reading Captain's Log: Star Trek Online's expansion and communication

        MassivelyCaptain's Log: Star Trek Online's expansion and communication originally appeared on Massively on Thu, 28 Aug 2014 16:00:00 EST. Please see our terms for use of feeds.

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          The scoop on Elder Scrolls Online's Dragonstar arena
          Posted by Massively [HTML][XML][PERM][FULL] on 28 August 2014, 5:30 pm

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          ESO
          When The Elder Scrolls Online's fourth update arrives next month, a new type of content will open to players: themed PvE arenas. The first of 10 such arenas, Dragonstar, is the subject of a new developer essay on the official site today.

          The Dragonstar Arena is located in Craglorn and will pit a group of four players against five waves of monsters with "escalating intensity," though not necessarily escalating numbers; ZeniMax promises there will be no "cannon fodder" to waste your time. Hazards inside the arena -- like poisonous clouds, lava flows, and immobilizing blizzards -- will further impede groups' progress through the challenges.

          ZeniMax says that arenas are intended to provide difficult combat encounters and elite rewards to small, highly skilled groups, but more casual players can skip Veteran mode for normal mode if they choose. We've included the brief Dragonstar arena trailer below.

          Continue reading The scoop on Elder Scrolls Online's Dragonstar arena

          MassivelyThe scoop on Elder Scrolls Online's Dragonstar arena originally appeared on Massively on Thu, 28 Aug 2014 16:30:00 EST. Please see our terms for use of feeds.

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          Unofficial PBE Patch Notes for 8/28/2014
          Posted by News [HTML][XML][PERM][FULL] on 28 August 2014, 3:42 pm

          WIP Post

          NOTE: Lots of new Ascension files arrived on PBE! It may be enabled today, nothing sure!


          Champion Changes

          Azir

          • Base Movement Speed is now 335 (up from 330)
          • Conquering Sands [ Q ] - Now slows by 25% (up from 20%)
          • Arise! [ W ] - New mechanic:
            "Azir can expend a soldier to damage an enemy turret by summoning it on top of the turret.This deals (+0.7*AP) magic damage to the turret."
          • Emperor's Divide [ R ] - Now scales with 0.6*AP (up from 0.5*AP)

          Cassiopeia

          • Miasma [ W ] - Now slows by 25/30/35/40/45% (up from 15/22.5/30/37.5/45%)



          Guild Wars 2 is revamping the new player experience
          Posted by Massively [HTML][XML][PERM][FULL] on 28 August 2014, 3:00 pm

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          Darn it, I'm still getting the hang of this.  Can we call a do-over?
          If you've been playing Guild Wars 2 since launch, you're probably intimately familiar with the ins and outs of the game's mechanics. Unfortunately, this doesn't necessarily translate for new players, who can find themselves overwhelmed in the early parts of the game with a wide array of statistics, abilities, game modes, and the like. Along with all of the other improvements the game is making in the September 2014 feature pack, the new player experience is receiving an overhaul.

          Players will now receive a clear reward window indicating what is unlocked at each level, with features such as PvP and WvW initially locked away until higher levels so that players can familiarize themselves with the game systems first. Veteran players can still navigate to these features via the map at lower levels. The personal story is now tied into the story journal, major rewards have been reworked, and the interface will serve to more efficiently guide players to points of interest. Check out the full posting to see how leveling in Guild Wars 2 will get just a bit more friendly with the next major patch.

          MassivelyGuild Wars 2 is revamping the new player experience originally appeared on Massively on Thu, 28 Aug 2014 14:00:00 EST. Please see our terms for use of feeds.

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          Funcom's revenues decrease in Q2
          Posted by Massively [HTML][XML][PERM][FULL] on 28 August 2014, 4:00 pm

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          It's still a better business model than Orochi.
          Funcom has released its second-quarter financial results for the year, and it's not a glowing success story. Revenue dropped roughly $600,000 compared to Q1, a drop attributed to weaker in-game item sales over the quarter. Despite this, the report indicates that the company remains on-track as a whole, with the overall pattern of expenses not significantly changed. All of the major MMOs in the studio's portfolio are stated to be cash-flow positive, which is good news for fans.

          While the company launched several marketing attempts to draw more players into its titles, The Secret World was the most successful at bringing in more players via its most recent major update. The company projects good results for LEGO Minifigures Online when it releases in October. Interested players can look at the full report, which is less overwhelmingly positive than might be ideal but hardly paints a picture of doom.

          MassivelyFuncom's revenues decrease in Q2 originally appeared on Massively on Thu, 28 Aug 2014 15:00:00 EST. Please see our terms for use of feeds.

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          Our Growing Fuckwad Culture Problem
          Posted by Zen Of Design [HTML][XML][PERM][FULL] on 28 August 2014, 3:08 pm
          I am not a perfect ally of the progressive/feminist forces inside the game community.  I started to list out examples at the start of this post, and then realized I


          Quote of the Day – The Machines are Winning
          Posted by The Ancient Gaming Noob [HTML][XML][PERM][FULL] on 28 August 2014, 3:00 pm
          Really more of a Tweet of the day I suppose, but here was CCP Fozzie on the first day of the Hyperion release: On day one, 207 Burner NPCs died, but they killed 1563 capsuleer ships. The machines are winning. #tweetfleet #eveonline #iskwar— CCP Fozzie (@CCP_Fozzie) August 27, 2014 It sounds like the “Burner Missions“introduced […]


          The Stream Team: Launching into Landmark's combat
          Posted by Massively [HTML][XML][PERM][FULL] on 28 August 2014, 1:00 pm

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          You know how people always reminisce about where they were when the moment something big happened? Well, something big just happened in Landmark, and Massively's MJ is making sure you are there to be a part of it. Yes, combat has just arrived! That means death galore, and not just death at the hands of fellow players but death by mountains and oceans, too. And, as always, she's got some fun codes to giveaway as well. Join us live at 12:00 p.m. for the first peek into this new system. Better yet, catch MJ's first Landmark death live! You know it's bound to happen. Oh, and get codes, too!

          Game: Landmark
          Host: MJ Guthrie
          Date: Thursday, August 28th, 2014
          Time: 12:00 p.m. EDT

          Enjoy our Stream Team video below.

          Continue reading The Stream Team: Launching into Landmark's combat

          MassivelyThe Stream Team: Launching into Landmark's combat originally appeared on Massively on Thu, 28 Aug 2014 12:00:00 EST. Please see our terms for use of feeds.

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