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March 01, 2001 |
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Archived News for February 27, 2001
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Anarchy Online New Screen |
February 27, 2001 |
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By: Mystery |
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Is the deluge of AO Beta Screenshots dying down? Maybe so. Here's the latest from AO Vault:
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Editorial Not Quite Perfect |
February 27, 2001 |
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By: Mystery |
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In an exposition worthy of the great one, Eldin over at Lum the Mad has a thing or two to say about Turbine's "no-ban" policy with Asheron's Call. You can read it here or go directly to the discussion groups to flame him.
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Archaean Niklas Weidel Interview |
February 27, 2001 |
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By: Mystery |
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The folks over at RPG Planet sat a moment or two with Niklas Weidel, producer and original designer for Archaean. Here's some of what he had to say: RPGPlanet: You plan to have monsters assaulting towns. Are there going to be safe areas for low level characters, where monsters will never attack?
Niklas: First off, we don't feature "levels", so low level characters doesn't exist. Everyone are, apart from their skills and experience, alike, just like in reality. A "newbie" can kill a big, bad monster just as well as the age-old swordmaster - it just takes a whole damn lot of more luck than the swordmaster who has extremely better chances due to his skills. But it isn't impossible.
And there are no safe areas. The safest areas, though, would be inside fortified cities with trained military forces and cityguards. It would take a while for monsters to breach them. You can read the rest of the interview here.
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WWII Online Interview with Mo |
February 27, 2001 |
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By: Mystery |
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Mindless Games were busy little beavers yesterday, managing not only to post 6 new screenshots, but they also wrangled Chris 'Mo' Sherland in for a couple of words. Here's your quotage: pailhead: Now one question I have is, will the outcome of the war be pre-set for the Allies to win or is the outcome totally based upon the players Axis's ability to win the war?
Chris: All outcomes will be left to the actions of the players. Our infrastructure and strategic systems allow players to effect the world dynamically with persistent results. If one side takes out a bridge, for example, it'll stay down until AI convoys from that side come out and re-build it. If the attackers keep the pressure on, and interdict the convoys, that bridge can stay down indefinitely. Throw in the resource flow from cities and factories, and a side's ability to store resources, all interdict-able, well, it' makes for the most dynamic combat environment we've ever seen online. It's quite something. The outcome is totally dynamic, and all the result of player actions. You can read the full interview here.
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Ultima WO: Origin Roundtable Chat Wednesday |
February 27, 2001 |
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By: Mystery |
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Wonder what the developers are thinking? Well, this is your chance to ask them: The 4th Crossroads Network Roundtable chat between the players and developers of UWO:O is scheduled for Wednesday, February 28th, at 7pm CST (5pm PST - 8pm EST).
Roundtable Chats are interactive sessions between the Development team and the gaming community so get those questions ready and you might get an answer you've been waiting for!
The chat will be available to you with the Java IRC Client, which will automatically connect you to the room #origin, at The Crossroads of New Britannia.
Or you can use an IRC client and connect to the SorceryNet IRC Network IRC on the following networked servers, channel #origin:
irc.sorcery.net, port 6667 kechara.sorcery.net, port 6667 valinor.sorcery.net, port 6667
The Crossroads IRC Servers are provided in partnership with Sorcery.net
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Project Entropia That Patric gets around |
February 27, 2001 |
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By: Mystery |
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In another "exclusive" interview, Patric Sundstrom sat down with a new Project Entropia society to talk about how societies will really work in the game: 8) In Ultima Online, if you belong to a Faction and wish to leave it, there is a seven-day waiting period before you are actually removed from that Faction. The effect this has is that players are not able to join a Faction, then right away quit from it, and join another Faction. Will founders be able to remove members immediately from their society, or is there any system set up to discourage ‘society hopping’.
These two things are not related in our eyes -- founders removing members from the society is different from players leaving on their own accord to join another group. The leadership of a group will always be able to remove any member they see a reason to remove, while players who wish to leave the society shortly after joining may or may not be able to do so -- we have a lot to testing to do before choosing which will work best. In one scenario this may be up to the specific society rules to decide, i.e. on joining society A, you submit to a seven-day waiting period on departure while in society B, no such submission is necessary. At this point, this is all very hypothetical and its practical implications remains to be tested. You can read the full interview here.
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Editorial Roleplaying Tips Issue #63 |
February 27, 2001 |
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By: Mystery |
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A new guide called Roleplaying Tips has just released Issue #63. In this issue, you'll find a lot of information dealing with large multiplayer situations, like priority of attention and multitasking.
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Previews Dark Age of Camelot |
February 27, 2001 |
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By: Mystery |
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Must be preview "day" today. Game Banshee, hot on the tail of their interview with Matt Firor of Mythic, has posted a preview of DAoC.
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Previews Neocron |
February 27, 2001 |
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By: Mystery |
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A preview for Neocron has been posted on the german site Gamigo. You can read it in German or in bad English.
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