Elite's latest newsletter talks upcoming mission additions and more
Posted by Massively [HTML][XML][PERM][FULL] on 29 August 2014, 3:00 pm

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Itching for the latest Elite: Dangerous news? Newsletter #38's got it in the form of blurbs about ship weathering, the Ocellus starport, and Frontier's plans to expand the space sim sandbox's mission framework.

"We plan to build this out as we move through the beta to release and beyond, with escort missions, assassination missions, tail-and-report missions, group missions, policing duties, in addition to guns-blazing mercenary assignments," the firm says.

[Thanks Cotic!]

MassivelyElite's latest newsletter talks upcoming mission additions and more originally appeared on Massively on Fri, 29 Aug 2014 14:00:00 EST. Please see our terms for use of feeds.

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Camelot Unchained alpha postponed half a year
Posted by Massively [HTML][XML][PERM][FULL] on 29 August 2014, 4:00 pm

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On Twitter and during a Twitch broadcast yesterday, Camelot Unchained developers announced that the alpha test for the crowdfunded RvR MMO has been broken into three phases and delayed, which will result in a similar delay for beta and launch. Originally planned to begin this month, the third phase of alpha has been postponed until February of next year; devs cited insufficient programmers as the main culprit, though that's a problem they say they've rectified now. Backers will have limited access to alphas 1 and 2, though dates for these have not yet been set.

In a post announcing the new Camelot Unchained website today, Mark Jacobs apologized for the alpha's delay, writing, "I want to thank all of our Backers for their understanding and support regarding the delay of the commencement of Alpha Testing. It is gratefully appreciated by myself and the team."

[Thanks to Andy for the tip.]

MassivelyCamelot Unchained alpha postponed half a year originally appeared on Massively on Fri, 29 Aug 2014 15:00:00 EST. Please see our terms for use of feeds.

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Super Joystiq Podcast 110: The Walking Dead, Professor Layton vs Phoenix Wright, NHL 15
Posted by The Joystiq Podcast [HTML][XML][PERM][FULL] on 29 August 2014, 3:00 pm

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This week's Super Joystiq Podcast is totally into judging people for no reason. It learned it from YOU da... Sinan!

Anthony continues his reign of terror in the host seat this week. Xav, Jess, and Sinan fill out the roster for a look back at the now-concluded season two of The Walking Dead, thoughts on Professor Layton vs Phoenix Wright, the missing features of NHL 15, and the continued sadness that is big publishers.

(Please excuse the hitching issues with Anthony's audio this week, sometimes technology is not our friend.)

Listen to the Super Joystiq Podcast: Podcast timestamps and relevant links are available after the break.

Continue reading Super Joystiq Podcast 110: The Walking Dead, Professor Layton vs Phoenix Wright, NHL 15

JoystiqSuper Joystiq Podcast 110: The Walking Dead, Professor Layton vs Phoenix Wright, NHL 15 originally appeared on Joystiq on Fri, 29 Aug 2014 14:00:00 EST. Please see our terms for use of feeds.

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At PAX or at Home — Another Chance to Win a Custom #TheEvilWithin Xbox One!
Posted by Bethesda Blog [HTML][XML][PERM][FULL] on 29 August 2014, 12:49 pm
As mentioned earlier this week, attendees of The Evil Within Experience at PAX Prime will have a chance to win a limited and customized Xbox One console. If you’re not able to make the event — heck, if you’re not even in Seattle — you still have a chance to win this custom Xbox. All […]


Tamriel Infinium: Five reasons to return to Elder Scrolls Online
Posted by Massively [HTML][XML][PERM][FULL] on 29 August 2014, 1:00 pm

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Today seems as good a time as any to mention returning to Elder Scrolls Online. I'm not talking personally, mind you, as I've been playing pretty consistently since early access. The winds of MMO change are doing their thing, though, and I'm seeing a bunch of thinking-about-returning-but-have-some-questions threads at my usual ESO forum hangouts.

Maybe this is due to all the fail trolls glomping onto WildStar while eyeing the fast-approaching North American version of ArcheAge. Or maybe it's because ZeniMax has added quite a bit of post-launch tastiness to its ESO recipe.

Continue reading Tamriel Infinium: Five reasons to return to Elder Scrolls Online

MassivelyTamriel Infinium: Five reasons to return to Elder Scrolls Online originally appeared on Massively on Fri, 29 Aug 2014 12:00:00 EST. Please see our terms for use of feeds.

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    Black Gold's Campaign of Ashes arriving a week early
    Posted by Massively [HTML][XML][PERM][FULL] on 29 August 2014, 2:00 pm

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    Earlier this week Snail announced that Black Gold's first major update would debut on September 10th. As of this morning the firm has changed its mind, according to a press release that says Campaign of Ashes will instead release a week prior on September 3rd.

    The update features a new skill surge system, new high-level gear, new battle carriers, and more.

    MassivelyBlack Gold's Campaign of Ashes arriving a week early originally appeared on Massively on Fri, 29 Aug 2014 13:00:00 EST. Please see our terms for use of feeds.

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    The Return of Project: Gorgon
    Posted by The Ancient Gaming Noob [HTML][XML][PERM][FULL] on 29 August 2014, 12:50 pm
    Actually, Project: Gorgon never went away.  About two years ago there was Kickstarter to help fund some of the development.  That was not a success, but the project soldiered on. Porject: Gorgon is back with a new Kickstarter.  This time around Eric Heimberg, the lead developer, is looking for $100,000 so that he and the […]


    Cloth5 Staff Spotlight: Denise – Graphic Artist
    Posted by Cloth5 [HTML][XML][PERM][FULL] on 29 August 2014, 11:00 am

    Hello Cloth5 Fans! We mean it when we say we love every single one of you — Our team is dedicated to bringing you guys consistent League of Legends content that delivers from both a written and aesthetic perspective. We believe that a large part of the ‘heart-and-soul’ of our articles rests in the graphics. If you didn’t […]

    The post Cloth5 Staff Spotlight: Denise – Graphic Artist appeared first on Cloth5.




    PAX Prime 2014: Hands-on with Undead Labs' Moonrise
    Posted by Massively [HTML][XML][PERM][FULL] on 29 August 2014, 11:00 am

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    moonrise
    One of the maxims of Undead Labs is that the team is composed of "gaming omnivores" who don't want to get stuck in a rut of doing the exact same game and genre over and over again. When this was explained to me, it helped ease the shock that was caused by the realization that a studio best known for its gory zombie survival bent is also making a colorful Pokémon-like title called Moonrise.

    In Moonrise, you play as a Warden who is tasked with saving a wide variety of cute critters called Solari by -- of course -- enslaving them and making them fight other Wardens and their pets. Instead of striving to overcome its Pokémon heritage, the team admits that the game is specifically targeted at older teens and younger adults who grew up with those games and want to experience a slightly more mature and full-featured iteration.

    I got to spend some quality time curled up on a couch with a lap full of Moonrise on the iPad at PAX Prime this week. Is this due to be the next "catch 'em all" fad or a strange blip in the company's portfolio? Read on, and I shall make my guess.

    Continue reading PAX Prime 2014: Hands-on with Undead Labs' Moonrise

    MassivelyPAX Prime 2014: Hands-on with Undead Labs' Moonrise originally appeared on Massively on Fri, 29 Aug 2014 10:00:00 EST. Please see our terms for use of feeds.

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      PAX Prime 2014: State of Decay takes steps toward something larger
      Posted by Massively [HTML][XML][PERM][FULL] on 29 August 2014, 12:00 pm

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      state of decay
      Down at Undead Labs' new studio in Seattle, there is evidence of one low-tech approach to development. It's a very large, flat table that designers use to playtest pen-and-paper games that they create on the spot. By playing back and forth, organic brainstorming occurs and allows for refinement to the systems before precious time is wasted on coding failed ideas.

      It's this kind of iterative approach that led the team to refining its hit title State of Decay. Today, Undead Labs announced that it will be releasing a new version of the game, called State of Decay: Year-One Survival Edition in the spring of next year on the Xbox One and Steam. Not only will this package in the original game and all of its DLC, but it will benefit from a jump to 1080p visuals, better animations, and immersive environmental effects. Additionally, characters from the Lifeline DLC will be made playable in the original content.

      It's not the MMO announcement that we might be hoping for on Massively, but it's not a dismissal of that either. The team made a strong point of saying that this was the first step into the next generation and that this edition of the game would be laying down the foundation for the future of the franchise.

      Massively's on the ground in Seattle during the weekend of August 29th to September 1st, bringing you all the best news from PAX Prime 2014. Whether you're dying to know more about Warlords of Draenor, The Elder Scrolls Online, Landmark, or any MMO in between, you can bet we'll have it covered!

      MassivelyPAX Prime 2014: State of Decay takes steps toward something larger originally appeared on Massively on Fri, 29 Aug 2014 11:00:00 EST. Please see our terms for use of feeds.

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        Month of DDO: Weed whacker
        Posted by Bio Break [HTML][XML][PERM][FULL] on 29 August 2014, 9:00 am
        For my final — yes, final — excursion for the Month of DDO, I wanted to get back to the roots of doing actual group content instead of just going through quests solo.  But even with the group finder going … Continue reading


        World of Speed's latest trailer pits Lancer Evolution vs. Impreza WRX
        Posted by Massively [HTML][XML][PERM][FULL] on 29 August 2014, 10:00 am

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        World of Speed's latest trailer takes you on a tour of London alongside a pair of World Rally Championship stalwarts. The Subaru Impreza WRX STi and the Mitsubishi Lancer Evolution X are the stars of this show, which lasts for a little over a minute.

        Slightly Mad Studios will kick off the F2P racing MMO's closed beta sometime in Q4 2014.

        Continue reading World of Speed's latest trailer pits Lancer Evolution vs. Impreza WRX

        MassivelyWorld of Speed's latest trailer pits Lancer Evolution vs. Impreza WRX originally appeared on Massively on Fri, 29 Aug 2014 09:00:00 EST. Please see our terms for use of feeds.

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        The Daily Grind: What do you hope to hear at this year's PAX Prime?
        Posted by Massively [HTML][XML][PERM][FULL] on 29 August 2014, 9:00 am

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        PAX Prime is the last major Western multi-game tradeshow of the year relevant for MMO enthusiasts, making it the last big wave of mass studio announcements until PAX South's debut in January. Massively's Justin Olivetti will be on the PAX Prime show floor for us this year, checking out Warlords of Draenor, Landmark, ArcheAge, H1Z1, WildStar, The Repopulation, Pathfinder Online, Hearthstone, Trove, Shroud of the Avatar, and other MMOs and not-so-MMOs both big and small.

        But sometimes game announcements come out of nowhere during conventions, and we discover something we weren't expecting at all. What do you hope to see from this year's PAX Prime?

        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 hope to hear at this year's PAX Prime? originally appeared on Massively on Fri, 29 Aug 2014 08:00:00 EST. Please see our terms for use of feeds.

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          Too Long; Didn't Play: Daikatana
          Posted by Articles [HTML][XML][PERM][FULL] on 29 August 2014, 6:16 am

          Sponsored by: Danopian

          Play Time (official Steam log): 98 minutes

          TL;DR Review

          Superfly Johnson appears to have crushed his skull in a door. You fail at life.

          Full Review

          Author's note: I'm writing this under the influence of cold medicine, which some might argue is the best possible way to review Daikatana. Please bear with me.

          read more




          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

          Filed under: , , , ,

          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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