2013年2月21日星期四

diablo 3 gold for sale Guild Wars 2 (GW2) Column More Than a Theme Park - MMORPG.com

The air moved through the lands, sucked between its teeth with each breath. Its eyes watched and followed our every move. Its rocky skin towered over us, drawing our attention to the dark, twisted sky dashing our hopes. Pulsating with anticipation, the world was alive! Every step was taken with caution as we felt the land preparing to unleash chaos on our party.


This is what we, as a guild, felt as we ventured through Guild Wars’ Domain of Anguish. This was not just the effects of game play, but more importantly, the use of environments mixed with game play; something I am very glad ArenaNet has taken the time to master. They seem to understand that both game play and good environments can be mixed to create an experience that is very rich and deep. Guild Wars 2 has some huge shoes to fill, but judging by the videos and images we have seen, it should have no problem surpassing the first game. Let’s break it down, shall we?

First, I really want to look at one of the most important new aspects of the game’s environments, and that, in my opinion, is by letting players explore underwater. This opens up a whole new layer that hasn’t been explored yet in Tyria. We get to see new types of structures, plants and wildlife. Just look at our own world. Things are different underwater and we didn’t get to see that in the first game. That restriction is gone now and we get to interact with new races such as the peaceful and awkward Quaggan. We also get to see a huge expansion to the race known as the Krait from the first game. By adding in this whole new layer the world becomes fuller and more realistic, giving us a greater playing experience.

Expanding environments into an underwater setting is a pretty big step up from the first game. Another very important step that ArenaNet has made in the past for the first game is still being used now only it has been brought to the next level. ArenaNet seems to have noticed that piecing together a good looking environment is like creating a piece of art. And that is exactly how they treat it; so much so, that the concept art literally becomes the environment.

A great example of this is a piece of concept art with a great Norn city that we see sitting on a massive floating glacier. This is a wild and crazy, yet unique and amazing idea that goes above and beyond what was expected of this environment. They could have just had a city built at the foot of a great mountain, maybe going into the mountain a bit to add some character. I am pleased that another element of the frozen lands was chosen. Glaciers would be very common in cold, harsh lands, so this not just fantasy… it feels real. By letting an artistic approach become a part of the process, we are seeing a world that takes what is real and mixes it with fantasy in a way that I have seen few games do.

There is another step in creating a great environment in not just an MMO, but in other games as well,diablo 3 gold for sale. This tiny little step is often overlooked and ignored, and it bothers me. I’m talking about the terrain. To give an example, let’s look at a grassy plain. In many games I have played this very large grassy area will unsurprisingly be almost completely flat. This happens often, several times within the same game, even though I am supposed to be in a completely different region. But, from what I am seeing in Guild Wars 2 is what I experienced in the first Guild Wars. There are multiple levels of elevation in this single area. It rolls up and down into rivers, ponds and rocky mountains. By simply not keeping the land flat they have created something that is far more believable than just a few subtle bumps here and there. They have needed to take it to the next level, now that characters can explore nearly anywhere without having to follow a path. A huge task but based on the videos we have all seen, they are doing a fine job of it.

Let’s look at one more aspect of environments. Strangely enough, it has to deal with the characters themselves. It isn’t about the character art, though that is very important and something to discuss at another time, I’m talking about how characters and environments interact with each other.

We all know about the new dynamic events that can take place in the world around our characters. The same example is used all the time by ArenaNet to explain how they work. This is the village under attack, which isn’t just another randomly placed village with a few buildings placed in the middle of nowhere. This village is placed in the region strategically, and is changed based on what you decide to do. If you save it, the smoke will begin to clear and the buildings will remain mostly intact. The villagers will be alive and thankful for your heroic actions. If you let it burn, it is the complete opposite. This is truly an environment that you interact with, not just some lever you can pull and a door opens up.

There are a few more things that Guild Wars 2 brings to the table that lets environments truly take us to another world. I’ve gone over what I think are the most important aspects, but if you think I left something out or want to add something, why don’t you leave a comment below telling what a rube I am? Let’s get some discussion going.

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Last week ArenaNet gave an announcement about how Guild Wars 2 would continue to undergo development. That’s right; this large game is going to get even larger! But didn’t we expect that? How is it going to happen? ArenaNet is taking a unique approach to live development. Let’s take a look at how their tactics will benefit players.

The announcement on live development last week is actually a pretty simple one. First off, what does it really mean? Well, it means that they are actively working on the game as we the players go on our adventures. Every MMO has a live development team. They watch out for any issues that come up from players and reports so they know what to work on for bug fixes and balance issues.


But how is ArenaNet’s approach unique? A team that works on the game is still just a team, right? ArenaNet is actually going to use ten different development teams. Each one will take on a very specific part of the game. For example, the live security team will focus on issues with account theft and bots, while the living world team will make new content. This will allow each team to tackle a smaller group of issues rather than be bombarded with every type of issue imaginable all at once.

It makes sense to split everything up into different teams, but why do they need 10? MMO games are huge, and the larger the game, the more room there is for errors and things to happen. Having 10 teams keeps the types of issues each team deals with limited, allowing them to get through their work-load faster, and that means things get fixed more often. Fixed bugs and trouble tickets mean a more fluid gameplay experience. Doesn’t sound like a bad idea to me!


This is one of my favorite dragon concepts from the game. I would love to fight a swarm of these!

Now these live teams aren’t just working on bugs and glitches. Earlier I stated that one team will be working on brining new content to the game. To have a whole team dedicated to brining us new adventures is a huge bonus. I hope some of this new content will be new zones for us to explore, and maybe an extra dungeon here or there. I&rsquo,lastchaos gold;m getting pumped just thinking about the possibilities, but until I see what actually comes from it, I won’t get too excited.

The holiday and events team is going to be working on, well… holidays and events! We’ll soon see the first holiday here in a few weeks, so their time to shine is approaching. Some of the events will also change the world as a whole, so new content will also come from this team. Maybe those events we saw during the Beta Event Weekends were just a small taste of what this team will bring to the table.

Mac users have just started to join the fun, and it’s a really welcomed group of players. Since they are using a different OS, a new set of issues can come up for them. To keep the teams from being buried by another set of issues to work on, a separate Mac team has been put in place so that issues are handled faster.

Let’s not forget about sPvP. A team has been dedicated to helping expand the experience for us players. What type of features they will be adding? I’m not real sure. It could be new maps, or maybe new armor and weapon skins that are only found in sPvP. There are a lot of possibilities, and I can’t wait to see the results.


Still waiting on the Tengu ArenaNet.

We were also told last week about some teams haven’t been listed, and working on special and unique things. These could be new features and events, but no specifics were really given. We were only given a hint that they would have something for us in November. Maybe new story lines that are structured like the personal story could come from this team. Wait, what if new playable races are in the near future?!

I think you all get the picture by now. By breaking up live development into different teams, you can have a better focus on each part of the game, without another issue halting production of new content. It not only keeps Guild Wars 2 running smooth, but it also allows ArenaNet to bring us more content, and helps the game to expand without the need to wait on expansion packs. I always wondered how ArenaNet would pull it off, and I think this is a pretty solid plan. Now to see how it all unfolds. What do you think of this news? Leave us a comment below!

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Orion's Belt is a 2D browser-based sci-fi MMORTS. Originally created as a school project by two college students, Orion's Belt has undergone several transformations and is in a new version as of 2009. Players can choose from the four races of Utopians, Renegades, Levyr, and Mercs, and start the game with five planets, being tasked with colonizing these and starting them off before jumping into interacting with other players in the galaxy. Players may then oversee production from this stage or engage in battle.


Battles take place on a chess-inspired gridded game board in round mode,best place to buy rs gold. A round typically lasts for around six months' time, so there is time for newbies to jump in. In tournament mode, players are given control of a small fleet and can choose from several different modes including Total Annihilation (destroy all enemies) and Regicide (destroy a key unit). Tournaments end with playoffs and champions named.


Orion's Belt is free to play and open source, with support for various platforms.

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RuneScape Gold cheap Tired of Guild Shopping Join [Grievance] ! - General Discussion - Neverwinter



Ever buy a game (or download a free 2 play mmo) and sit there waiting to choose a server, hoping you choose a good one with good people that are helpful and not just jerks that flame you when u ask a question. Ever hate joining a guild that you know no one? Ever hop from guild to guild trying to find one that suits you and your play style? Have you ever quit a game that you liked but could never get help from guildies or even find a guild that you liked? Well I am here to tell you there is an answer. Grievance is an online gaming community that spans many games.



Grievance can be found playing in the following games:

Official Grievance Guilds
Elder Scrolls Online (Guild available at launch)
Everquest II - Permafrost Server
Guild Wars 2 - Denova's Rest Server
Neverwinter Nights Online (Guild available at launch)
SWTOR (Empire: The Shadowlands) (Republic: Jedi Covenant) (Oceanic Empire: Dalborra) - PvE Servers
World of Warcraft (Horde) - Mok',RuneScape Gold cheap;Nathal Server

Embassies (smaller Grievance Guilds)
EvE
Final Fantasy XIV (Embassy available at re-launch)
League of Legends
Lord of The Rings Online - Brandywine Server
The Secret World (Illuminati) - Grim Server
World of Warcraft (Alliance) - Azuremyst Server

Team Grievance (Grievance FPS/PvP Clans)
Battlefield 3
Defiance (Clan Available at launch)
Planetside 2 - (Terran Republic) Mattherson Server
World of Tanks

(many other smaller and Independent MMOs)

Grievance is a family-oriented online gaming community. We have a very rich and honorable heritage that spans many games over many years, during which Grievance has proven that one can have a very rewarding gaming experience, yet have a life as well. The concepts of family, honor, and loyalty are hallmarks of Grievance and are expected to be upheld and respected by all members.

Grievance is an adult gaming community, 18+ only. We have many long term members. This is no start up guild. We were formed in October 15th, of the year 2000. We were not always known as Grievance, but the membership has been strong and growing! We are one of the few trademarked Guilds in all gaming communities. We are comprised of singles, married couples, retired people, military members, college students and people located through out the US.

When you join Grievance you join a family. This family spans many games and even on opposite sides of the same game. Grievance is always a strong presence in games they are in. Grievance even has a real life get together, like a family reunion. We have this every year. We have a strong management support for each game, not same leaders in every game at one time.

We at Grievance are always looking to expand as anyone would expect. The larger the Grievance community the better it is. Wouldn't it be nice to start a game at launch and have a lot of Grievance members log in with you on the same server and same side? Imagine the friendships you will make with such a strong gaming community.

If Grievance seems like a place for you, please feel free to visit out forums. Its free to register and browse the forums. Come see what games we are in and the servers we reside on. There is always an officer of a certain game or a council member willing to answer any questions. Its free to register on the forums, so come on over and take a look. Place an introduction about yourself in the Forum Registration / Applications Forum. Let us know a bit about yourself and what games you are interested or currently playing in. Hope to see you there.

Thank you for your time
Bellyphat [Director of Community Outreach Group] Grievance Guild
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2013年2月7日星期四

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Originally posted by Tesinato
My goodness you guys are harsh on him. At least you guys got a game to play, and a half way decent one that doesn't exist at the current moment. I realize he isn't the best when it comes to running the game, but he is trying his best I'd imagine. He wouldn't keep putting out updates, and working on these upgrades if he didn't care and love his creation. So how about trying to make what he has make if you can be so critical of him.

What has he made? "His creation"? Did you evenread my posting?I mean I don't care, I don't play this anymore. Because it's not going anywhere, to answer the OP. Which is also what Notch said: "When asked if Wurm would shut down due to his resigning, Markus said 'Wurm's not going anywhere.'"

This game has its qualities. It's the best terraforminggrinder mmorpg. That's what it is. Whether it's really a sandbox or not is subject to interpretation, since it has almost no social interaction at all.And don't give me that "it's so supercomplex that you don't understand it" nonsense. There's nothing supercomplex about an inner circle ofwhiners on their forums who cry as loud as they can whenever Rolf attempts to make the game more noob-friendly bylowering the grinding timers, threatening to "devaluate" their "achievements" of the past 5-10 years,sell runescape gold.

Oh and it only costs 5€. That's also good. Kind of. Although I think that even a 5€ game should be playable and have customer support. When I started playing we had 30 seconds of lag for a few weeks straight and similar things still happen.

But fun-wise.. if you have fun grinding yourself into nirvana.. Then this is pretty cool I guess.

Btw "do it better", seriously? LOL in so many ways.

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Originally posted by Loktofeit
Originally posted by Drakynn
Originally posted by Loktofeit
Originally posted by Drakynn

I believe the trinity has existed since PnP RPGs but the aggro mechanic started in MMORPG's to make up for the fact there was no GM overseeing every NPC action/reaction.A good GM in PnP games was nto out to kill the palyers but lead them on adventure,with a good GM a party would not die except for either really bad luck or stupidity on the players part,

There are exceptions like games like Paranoia where the game and other players are out to expose/kill the other players or Call of C'thulu where survival for as long as possible was the goal because it was accepted death or isnanity was almost inevitable.But these games were not designed for long periods of play,by logn I mean over several days,weeks or months.

You could certainly taunt in these games if you were palying a "tanky" role and you would certianly charge in first to keep the hostiles off the party emmbers who couldn't take many hits but it was up to the GM to decide how successful these actions were.

In AD&D it was common for a GM to make you roll against the targets intelligence to see if an attention grabbing move worked and player actions during combat did indeed decide who the enemy would target.You could do allt he taunting you wanted for isntance and it might work until that mage cast a lightning bolt or fireball that would make a reasonbly intelligent enemy see him as the main threat.

The trinity is just a simplified version of ancient military roles of Offence,defence and support filtered down into a few roels and mechanics,so technically existed before even PnP rpgs.

You don't see the distinct difference between someone actively working toward baiting an enemy that otherwise wouldn't bother with them, and mechanics that make the enemy by default automatically swing wildly at the least dangerous opponent in the encounter? What you describe is the former. The trinity is the latter.

You didn't read where I said aggro mechanics were introduced my MMORPG's to amke up for the fact there was no GM overseeing every action?So no I do not beleive the lack of aggro mechanic means there were no tanks,healers or dps before MMORPGs there was just not aggro mechanic to make them even more defined to make it easier for a computer program to oversee thousands of such itneractions occuring simultaneously without the need of human oversight and decision making.

I did read it. No one said those roles or tactics didn't exist before. Here's the OP's statement:

For the Trinity to exist,buy atlantica gold, there needs to exist game mechanics of "Aggro" and "Taunt". These, as far as I know, never existed as game mechanics in old pen n paper Dungeons and Dragons rulebooks. So even though you may have used tactics similar, it was not in fact the Trinity.

Yes, computers replaced DMs. What you are saying is that the PvE combat systems of UO, AC and EVE Online don't exist. Taunt and aggro has nothing to do with making it easier for a computer to manage AI. They were created to both support the role specialization the MMOs were introducing and to compensate for differences between the virtual world and the real world, collidable objects being the primary one.

I see what you and the OP are saying.The roles existed but it's aggro management that makes those roles into the Holy Trinity.I just don't totally agree,I think we've always tried to keep NPC attention from weaker members and healers by having those with more armor and health take damage in games where teamwork to overcome the environment is the goal.Hell I even did it with singlepalyer CRPGs where you controlled a team of adventurers.SO I've always thoguht int erms of damage soakers,dps and support whne playing RPGs.

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MMORPG.com and Funcom have teamed up to bring our readers the first view of The Secret World Game Director Joel Bylos' latest letter to the community,Wizardry Gold sale. As he sits huddled in his bunker, Joel hopes development of TSW will continue past December 21st and he's got lots of news to share if it does! Read on and get excited! Leave us your thoughts in the comments.

One of the great strengths with The Secret World is our ambitious post-launch update plan. So far we’ve released five strong updates, called Issues, chock full of content, storylines, features and improvements. Having something new to play around with, something that keeps the game fresh and alive is important for us and we remain fully committed to releasing regular Issues. As part of the move away from required subscription, there will be some components of these issues that are free, while the other components will be paid DLC content. Though it will most likely differ from update to update, content such as new storylines and new locations will usually be part of the paid DLC.

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A couple of weeks back Garrett talked a bit about the “Downed Abilities” Guild Wars 2 will be using to allow players to save themselves from death when they’re on the verge of defeat. The whole thing reminds me a lot of being able to still use your pistols in Left 4 Dead while downed, in hopes that your teammates will come to the rescue when able. But that’s only one half of the equation when it comes to how GW2 is dealing with death and healing. Also mentioned in Jon Peters’ recent blog on the official site is the fact that there will be no strict reliance on dedicated healers in Ascalon. In fact, there&rsquo,cabal alz;s simply no dedicated healing class whatsoever.


Wrapped into the recent design manifesto video released by ArenaNet, the team talks about how they really just want to make sure their players spend their time having fun. And one surefire way to do this is to take away the need to spend two out of three hours online looking for a healer when your group needs one. Their solution to this age old problem is so simple yet terrifying to the stalwart players among us (myself included): let’s just ditch the notion that every MMORPG needs a dedicated healer. What could go wrong, right? And really, the more I think about it, the more I start to realize that ArenaNet might be right. Maybe you don’t really need a healer in your game to hold everything together. Maybe each class can contribute to the support of the party, with some classes being capable of a bit more certainly, but mostly the idea is to spread the wealth in terms of supporting the group and keeping each other alive.


Look, we’ve all been there. We’ve all been a part of a group that finds itself too reliant on a poor healer who may be more than equipped enough for the job but simply can’t click buttons fast enough to keep us all alive. Likewise we’ve all been a part of a group where we think we’re golden because we have our healing messiah only to find out that he or she is not as seasoned as we were led to believe… a discovery that results in our repeated deaths. Some time ago it was decided that classes should pretty much fall into the holy trinity of tank, damage, and heal. Jon Peters and the rest of the folks at ArenaNet seem to think it’s best to mix that up and give us a different take on the traditional tripod of MMO class roles: damage, support, and control.


But rather than just let all classes then have healing abilities, the beauty of GW2’s proposed system (and I emphasize that word because we don’t know if they can pull it off just yet) is that it allows players to mix classes as they did in the original. One example the aforementioned developer blog gives is of an elementalist using an AOE healing rain that will rejuvenate all allies in a specific area. It’s not that there won’t be healing abilities, it’s just that the entire game is being designed from the outset with the notion that a singular class doesn’t need to be centered on the healing mechanic.


So instead each class will be given different ways in which to support their groups. Whether it be with an onslaught of pure damage to the enemies, or with some defensive and offensive boosts, or with controlling the foes with knockdowns, interrupts, blinds, and knockdowns everyone will have something to offer the party. And what’s probably more important is that combined with the downed abilities, every class will be able to revive team members on the battlefield. No more waiting around a town or city looking for someone who can keep you from running back to the battle from the nearest graveyard, and no more waiting or in some cases even paying someone for their ability to heal. Guild Wars 2 is aiming to take away a lot of the reasons we MMO gamers get annoyed with whatever game we play. And while it remains to be seen if they can pull it off, there’s certainly reason to be hopeful.

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2013年2月4日星期一

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Pirate Galaxy is a 3D, sci-fi brower-based MMO from Splitscreen Studios and Gamigo with real-time action. The game's story concerns the invading alien Mantis and the fight to stop them. There are several modes of play, including traditional missions, docking at the station with its interaction,cabal alz, trading, and optional customization options, and the heart of Pirate Galaxy: space combat.


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Originally posted by Jimmac

Can you briefly summarize the main changes? Maybe they are changing some of the things that keep me away from the game,cheapest rs gold.

Summarize? Phew... well, how long ago did you last play? Ship combat has seen iteration over the years, a few skills changed or swapped out here and there that weren't found to be tactically useful, and buff or nerf here or there to balance things out.

The new changes take the old ship comabt system and throw almost everything away, starting over witha new system. The new system tries to break down skills into areas like battle skill (mostly special shots) some maneuvering abilities, some crew-focuses abilities (resiting or initiating boarding, healing wounded, etc.), and a whole bunch of new repair abilities, most of which consume raw and manufactured materials generated by econ structures (like logs or nails or rope or cannons). Within those areas. The new skill trees are further broken down into "General" and "Advanced" lines. The "General" abilities tend to be fairly weak, but give only small buffs; many are passive and require no management, and in theory they are supposed to make it easier for new players to learn and become competent in the game. The "Advanced" abilities are intended for more experienced plyers, and mostly come with some sort of downside, or percentage chance of something bad happening (like a 35% damage spike that has a 20% chance to destroy your guns and crew, or a speed buff that has a 60% chance to make you do faster but a 20% chance to wreck your sails) or just a smallish percentage that something very bad happens to you opponent (like a debuff with a 10% chance to reduce turn rate by half for 2 minutes). Where each class used to have a totally unique skill tree, now about 82% of skills are shared, around ten or eleven unique to a class. A lot of stuff isn't working right just yet, and theres obviously going to have to be a lot more balancing between Advanced and General skills from what I've seen thus far. It also seems pretty hard to sink anyone if they have enough logs and stuff for repairs in their cargo hold.

There have been a bunch of ship changes as well, with a number of stronger frigates nerfed to be quite weak now, and the reintroduction of new 1st, 2nd, and 3rd rate lineships. The 90-100 gun ships have stats taht are as good or better than the old ones, and require a combination of economic cost, fleet grind items (the old commendations) as well as unique low-drop rate items from one NPC pirate faction (presumably so the production rate can be limited on Flying Lab's side), as well as cash shop items. There is some concern as to how this will effect class balance, and nation balance, since the powerful 1st and 2nd rates are Naval Officer-only, and cannot be captured by pirates in combat.

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MMORPG.com: When will the revenue model changes occur? Will this tie in to the End of Days ARG you've recently announced?

Joel: The changes went live today, you can now play The Secret World without paying a subscription! It was imperative for this to happen before the world ends on the 21st of December. We really want to let as many people as possible enjoy The Secret World before they all perish and suffer a horrible, horrible death. Am I scaring anyone? Sorry… but the end really is near.


MMORPG.com: How does your revised revenue model work? Is there a user privilege matrix for people to better understand what they get for purchasing the game as opposed to subscribing (if a sub option still exists)

Joel: Our philosophy is simple: pay once, play forever. We don’t want to complicate things so there is really no need for a matrix. You buy the game and you get to play at full quality without the roadblocks of free-to-play and with no subscription required.. We do have a membership which yields some nice benefits, but this is fully optional and not at all required to play the game at full quality.

The lifetime subscription is still available, and now yields even more than before. Those on lifetime receive everything our members do each month, in addition to a 20% discount to everything in the in-game store as well as some unique clothing.

Basically we view members and lifetime members as people who want a little extra in terms of benefits, without taking away any of the play experience from those who choose not to be members. What that means in straight language is: – Members and lifetime members receive a monthly &ldquo,buy habbo coins;member item of the month” gift, a unique XP boost item (which is comparable to a rested XP bonus in other games), 10 dollars worth of in-game store credit and a flat 10% discount to everything in the in-game store.

MMORPG.com: What is the philosophy behind the revenue model you will be adopting? Are you, for instance, selling conveniences, selling vanity items, selling in-game perks, or instituting other forms of monetizing the game? Will future updates be for sale rather than free?

Joel: Our philosophy with the store has always been to not sell power, and we want to keep it that way. So we have cosmetic items, pets etc., and we have some convenience such as character slots, transfers, time-savers such as run-speed increase (which can also be bought for in-game cash) and temporary XP boost. The aim is to have nothing in the store which cannot be achieved in the game, and we will not be making any changes to the core game to encourage people to purchase the convenience items (like decreasing XP rate in the game).

It’s incredibly important to me to highlight that people who buy the game but choose not to be members are not treated like second class citizens. You bought the game, and you will have every tool available to enjoy the full game experience to the fullest. Rather than putting restrictions on the entry level players, we will simply be giving incentives to the people who choose to be on a membership plan.

I like to think of the direction we are going as similar to the DLC model that single player games such as Skyrim and Borderlands 2 use. We will continue to regularly update the game and we will divide those updates into DLC and core free upgrades.

Core upgrades will include things like PvP and new features and improvements.

Paid DLC would be content packs like new mission chains offering several hours of gameplay. Over time, the DLC packs will become DLC bundles etc.

I mean, all of the above if fairly contingent on us surviving the upcoming apocalypse, which is relatively doubtful from my perspective.

MMORPG.com: Are there any benefits to being a supporter of TSW prior to the change in revenue model? For instance, if I had a sub for X months prior to the shift, do I get anything? If I have a lifetime subscription to the game, will there be any perks for my being a lifetime member?

Joel: Absolutely, all lifetime subscribers will receive Funcom Points (the currency we use in our store) every month, which can be used to purchase anything that I mentioned earlier. Lifetime subscribers also receive a 20% discount on purchasing anything in the store. Finally they also receive an XP boost item, which works similar to a rested XP bonus from other games for a limited time each day. This XP boosting item is fully new to lifetimers and their discount used to be 10% on social items only. In addition the bonus points they receive every month more than covers the future DLCs, so lifetimers are left with “free” additional cash to spend in the in-game store whilst unlocking all the content along the way. So a happy day indeed for those who are lifetimers.

MMORPG.com: Funcom seems to have prepared for this possibility in advance with the way TSW is designed. Will there be any significant changes to how players now will play the game compared to later on?

Joel: When the Dreamworld technology was upgraded to include a cash shop for the Age of Conan free-to-play launch, it meant that TSW had a cash shop with very minimal work. In that sense, we were prepared.

The industry trend has definitely been to have a cash shop, regardless of whether you are a subscription game or not (WoW, Rift etc.) and I think The Secret World is following the trends.

MMORPG.com: Are you going to alter aspects of the game (either lore or gameplay wise) to make it easier for the influx of newcomers to get a handle on the differences between TSW and other MMOs, such as GW2 or WoW?

Joel: There are some areas of the beginner experience that I would like to improve, though I feel like our tutorials do a good job of explaining how things work to players. But as we are revmoving the subscription requirement, we have not made any changes to the core gameplay or lore. The game people will get for the client price, is the 1.5 version of the game which has (or will) recently been patched.

MMORPG.com: It's been around half a year since TSW launched, and it's notable that these changes are coming swiftly. How will you fight the stigma behind such a shift? More importantly, how would you differentiate TSW's revenue model shift from the history of other games that have had these shifts, such as Age of Conan before it, or SWTOR?

Joel: Hmmm, I feel like it is a little bit the opposite. Up until this change, we have been fighting the stigma of having a subscription in an environment that has been increasingly against it.

We tried the subscription route and we tried to be *responsible* about it, by delivering content to our player base every single month. In the end, I don’t think our players will be too upset with us for saying that we tried and we appreciate your support through this, but now we will have to try something else.

As for the stigma of a revenue model change itself, I think that is easy enough to combat. We still have a barrier to entry (client fee) which should limit undesirable elements like gold farmers or people who want to make troll accounts. Our cash shop has not undergone significant changes, and our game remains exactly the same.

Our community has always been fantastic about welcoming new players into the fold and I don’t expect that to change.

I think the simple difference between SWTOR and Age of Conan compared to TSW is that we have not gone for a complete F2P conversion as they both did.

SWTOR puts some pretty hard restrictions on non-subscribers and limits their play experience in some core game elements (PvP for example). Age of Conan does not take away so many of your options, but it does restrict some of the content past the core game to anyone who is not subscribed.

The Secret World has a small client fee, and then you have access to everything. I think that is by far the biggest difference.

MMORPG.com: Why change the revenue model now?

Joel: The Secret World has a very good reputation with most of the people who have tried it. Even the people who have tried it and left generally have nice things to say.

The major feedback we got from people leaving the game was the business model, so we’ve listened and here’s the change. Simple as that.

We do want more people to enjoy our game and we feel like this shift in model will provide people with every reason to get into our world and give it a chance.

New customers are getting an incredible amount of MMO content for their cash, and yeah, that’s how we want to be.

We’ve opted to take a path that we feel provides the best experience for both our current players and future players who wish to join.

MMORPG.com: Do you have any messages you'd like to impart to people who've played TSW before, as well as any messages for those who've not tried TSW?

Joel:For those who have tried the game and perhaps didn’t feel it was worth the subscription fee, or feel like they finished it… Welcome back, you accounts are now open again, no strings attached, and we would love to see you back as a part of our community. You’ll find that we have been updating the game regularly and that many of the quality of life issues in the game have been fixed.

For those who haven’t tried the game at all – I humbly submit that The Secret World fills a place in this genre that no other game can; deep storytelling, modern day setting, unprecedented skill and ability customization and amazing graphics and all for the client price of $30.In December only there is actually also a free initiate pack included.

What’s stopping you? After all, in just a few days the world is coming to an end and I can’t think of anything better than spend your final moments playing The Secret World. You might even pick up a few things on how to survive whatever type of apocalypse awaits us.


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    The Mummy is one of those franchises where you just go “this would make such a good game” and then when you delve into the lore a bit deeper you can't help proclaiming “this would make such a good MMO”. The 1999 movie tells a desert tale of the ancient Magi sect as they try to stop the evil Cultists from restoring their linen clad master to his former glory, the titular Mummy. Rick O'Connell stands in the middle of this age old struggle and we follow his adventures as he tries to stay alive.

    It is a rich story which could easily lend itself to discovering your own tale and grafting it into this rich world. However when something even remotely resembling this fails to materialise, that's when you get the first indication that The Mummy Online is not going to live up to the game that you have pictured in your mind. Unfortunately it quickly becomes bogged down in quicksand in nearly every department.

    Aesthetics: 8/10

    I start with one of the games few good points: it is very pretty. You can feel the sand between your sandals and get immense satisfaction from breaking ancient statues. Running on the Unity engine, for a browser game it really isn't half bad. A solid frame rate ticks by and even though the monster types will swarm you with how often they reappear, at least they look good doing it.


    The menus are well realised in the ancient Egyptian aesthetic but whether it's a function of the engine or a design decision, when entering shops or looking at quest logs you lose half your screen to a large black bar. This is the only real quibble about the graphics that I can muster as on the whole they do the job admirably.

    Not only are the graphics nice but the entire thing feels well-wrought. From the music to the statues buried half-way in the sand, everything is geared towards immersing you into these arid wastes, making you already invested in any story that might come along. Unfortunately despite the description you will find on the website setting up what should be an engaging story you end up wishing that Rick O'Connell himself will show up to lead you to the promised land of narrative.

    A constant annoyance are the reminders that you can buy the 'special' packs made just for that area at a low-low cost just for you whenever you enter a new area. I have nothing against a business trying to turn a few dollars but it is the way in which that it is implemented where I take umbrage. Rather than use the micro-transaction currency these packs must be bought at a further cost paid for in direct cash this time around. The game does not stop during this process either so you can find yourself squished quite quickly if you are not in a safe area when deciding to treat your self.

    Gameplay: 6/10

    The gameplay of The Mummy Online is a kin to picking at a scab,buy atlantica gold. You don't really get much from it and you know it is not good for you, yet you still you end up repeating the same action over and over again because there is something there that is oddly addicting.

    During character creation you get to choose which faction you would like to join, the Cultists or the Raiders. The differences stop there as the character classes mirror each other allowing you to pick either to be a mage, a ranged or melee orientated character. However, whatever you pick does not have all that much bearing on how you play the game with any differences between the two being purely cosmetic.

    Both factions get to trek across exactly the same deserts but only get to bump into each other in PvP. Each zone is comprised of wide open areas with a decent selection of monster types but more often than not these are simply upgraded versions of the mobs you found in the previous area. Where the game shines a little brighter is in the dungeon content. Each zone has a smattering of Tombs that you must unlock by grinding on the various critters around the entrance.

    Inside the Tombs you will not find much in the way of variety, and more often than not will face the same things that you have just been grinding on outside, until you reach the end where monster types do vary a little more. Each Tomb is split into sections separated by “Essence Gates” which are locked until you have killed enough of the creatures in that area. It is a race against the clock to complete the Tomb as you only have 20 minutes to get to the end. Spattered throughout these complexes is the occasional treasure chest offering minor rewards for your hard work. At the end of the skeleton strewn road lies one final chest with tiered loot. Anyone can get level 1 gear, level 2 requires you to pay with micro-transaction currency 'Rubies', and you can get the top tier by using the trinkets that you can pick up as a rare drop.

    PvP takes the form of standard conquest but here you find on one of the major negatives of the game. No one is playing it. The desert lives up to the images it evokes and you walk those sandy seas alone. On the rare occasion you bump into a fellow human the encounter is fleeting and leaves you with the impression that it may have just been a mirage. Nowhere is this more noticeable than in PvP. Despite entering every time I loaded the game and waiting upwards of an hour to try and test this part of the game, never did I see another soul. If you wanted to live out the raider fighting for the greater good against the cursed cultists then you might want to pop over to Egypt and see if anyone is up for some role-play as you might stand a better chance.

    You will not find much variety in your quest log with fetch quests being the primary missions you are likely to happen upon. Barely sewn together with a rare goal or reason behind your hard work you will be finding scorpion tails for a soup or killing NPC versions of the opposing faction just for the sake of it.

    Innovation: 3/10

    One welcome addition is the ability to earn the games micro-transaction currency through the ordinary course of play. Every time you slay a monster or break a crate there is a chance of them dropping a couple of rubies to buy premium items with. This is practically essential as the whole game is tweaked towards using the store. From the difficulty of the monsters to the rate at which they re-spawn to swarm you. If you do not pay out for an experience speed pack or some better gear, you better be ready for a snails pace of progression and I hope you find the re-spawn screen pretty.

    Polish: 4/10

    The game is relatively bug free with only a few minor hiccups to trip you up. If you take it at face value you may be lead into a false sense of security when you discover how cheap it can be under the surface. The quests are text only with no voice work to help you along, but this could be overlooked if it was not for the NPCs giving them are all bland, uninteresting and lacking in character. An attempt at levity is made by having a cavalcade of identical brothers scattered throughout the desert based on Beni Gabor from The Mummy.

    This copy-paste job is indicative of the majority of the game. Once you start to look you realise that many of the assets have been reused, most likely as a cost effective solution, but it does naught but cheapen the feel of the game to the point where you start to wonder just how did the Egyptians have such a vast civilization when they appear to have had just one guy making their Temples.

    Longevity: 3/10

    You ever pop bubble wrap? You pick it up and just keep going for reasons you never quite understand, quickly making it completely ineffective as packing material. That is this game in a nutshell. You might get a couple of hours of enjoyment out of it, you might even enjoy those hours, but don't go into the game expecting it to be your new time sink.

    If you are willing to pay you will certainly be able to stretch the experience out further but with the flawed mechanics you are not going to derive much more enjoyment from the experience. That said, there are a decent number of areas to explore, each with their own Tombs to find and quests to fetch that will keep you involved if you are willing to stick with the slog that makes up the majority of the game.

    Social: 4/10

    I once visited a haunted house. Not at a fun fair but an actual castle that was purported to be full of ghosts. As I walked through those empty corridors, with a chill wind on my arms, and no one around for miles, I felt more social than I did playing The Mummy Online.

    It is not that it is lacking in social features, there is a chat window that I presume works but my attempts at conversation were met with a stony silence and even the natural spammers that we all know and love did not even pop in to say hello.

    A feature that I cannot quite decide on is that up in the left hand side of your screen one of the other people currently near you will appear to promote grouping. However as most requests have tended to go ignored the use of the feature can be redundant and takes up screen real estate.

    Value: 5/10

    The store comes in two flavours, direct payments and micro-transactions. The amount of potions you get when paying direct is much more than you get by paying with micro-transactions. However micro-transactions are required to buy the more powerful weapons and armour. You can also using the Rubies to exchange for the in-game currency if you are a bit short trying to buy your next skill.

    Paying for one of the EXP packs or a potion pack will make your journey through the desert much easier and possibly more enjoyable. The lack of real content will make any advancement you achieve through the limited structure of the game feel stunted through its brevity. Taken straight up, the value for money you get is decent but as the value of the game as a whole is lacking then your mileage may vary.

    In conclusion:

    The Mummy Online is mediocre in practically every way. From the gameplay to the story there is very little that is going to hold your interest. If you are a fan of the franchise then you will be disappointed by how little reference is made to it and if you are simply an MMO fan then there are certainly better games out there.The graphics are nice but this comes at the cost of being processor intensive. For a browser based game it will certainly give your system a light work out. You can see this in the long loading times that punctuate moving from area to area and last just long enough to completely remove you from whatever immersion that you had managed to gain.I cannot bring myself to recommend The Mummy Online but I would not warn someone away from it either. There is untapped potential there that could be shaped into decent package if only it got the care the franchise deserves and the story that was promised actually materialised.

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