City of Heroes PARAGON chat is now available

She thought then of Veil Akraz and the Outcasts. So much filth and decay. So much hopelessness. She tried to imagine a world where her kind lived with the lesser arakkoa as equals. Every image she conjured in her mind’s eye left her feeling disgusted.

If you’ve been waiting for the disappearance of the world media city Titans, allowing you to fill City of Heroes nostalgic, then you obviously have some time to wait. Although progress very quickly, because they can be a volunteer team, missing the world’s media will not be able to release the heroism inherit their city as fast as players want.

If you want to kick in the touch though, you might want to look Paragon giant network chat. In City of Heroes and chat rooms, and smash them together, you’ll get Paragon idea behind chat. With character creator and all regions of City of Heroes, the giant network to bring a certain service in return as a virtual chat room. You do not have super powers, tasks, or fight the enemy, but you can go to the clothing, chat with other fans of the game, he embarked on some epic, full of nostalgic RPG.

Check out a little Ecelectic YouTube channel and his videos get something above a giant model of the network is planning to visit chat join veterans and heroes from the city’s failures in future updates.

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Whew… that EXP loss

MMOs can bore me. In fact, they can bore me quite easily. I get bored of MMOs all the time. What MMOs typically can not do is frustrate me or give me that moment of pure grief where I’m literally sliding to the edge of my seat clinging to my mouse for dear life.

I had such moments recently while playing EverQuest. I dinged level 37 and decided to try farming Hill Giants for some spending money. The giants conned anywhere from yellow (above my level but not more than a few levels) all the way down to blue (a few levels below me). Giants being a little stronger than most mobs are typically harder than their con. I stuck to the blues. I pulled a giant and suddenly had another giant on me. I died and de-leveled back to 36.

I decided to try my hand at this again after spending a little bit getting back to 37. I tried again and succeeded for several pulls, but died again when for whatever reason a blue giant completely wrecked my pet and outran me to the zone line. I died literally one step, less than one second, from safety. I died and de-leveled back to 36 — again.

Screw that. I’m going to Guk to get my level back and get some more exp! Sure enough I made it to level 37 again and even 12% in. I’m in the clear! Or so I thought. The cleric went AFK and we all died. Yep, I de–leveled back to 36.

While infuriating, and eliciting squeals of angst, I did not lose my desire to play EverQuest. Overcoming this two day ordeal of fluctuating levels has strengthened my resolve to keep pushing on. I’ll tell you what I’m not doing: Going back to giants. I’ll wait until level 39 when I get my next pet and I’m strong enough. I’m also going to be more careful about joining groups with certain people.

Some people may look at a scenario like I have described above and think that such an ordeal is horrible and not fun. Some may even call the game ‘bad’ because of such mechanics. When I died and lost exp that was absolutely not fun. But being able to lose exp makes the rest of the game more fun. That danger makes surviving more rewarding. There’s a level of thrill associated with success that I absolutely can not find when there is no opposition to my success. Does that make the game bad? I haven’t had this much fun in a while. If this is torture, chain me to the wall.


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Where is Trion’s head at these days?

I’d say that I’m not sure what to think of Trion these days, except I think I am. In fact, I’m growing more confident in my opinion of them every day. What I don’t understand is where their head is at and why they are making certain decisions which make it easy for people to form such an opinion of them. Let’s take a quick look at their history.

Rift :: 3 monther (later turned F2P and doing decent last I checked). Ultimately “failed” because the me-too product status could not win over the current WoW crowd. Why play Rift when you can play WoW?

End of Nations :: Dead in development. It was a half-baked RTS that tried to turn into an awkward MOBA. I don’t know what End of Nations was, and I’m pretty sure they didn’t either.

Defiance :: Flopped attempt at merging a game with a tv show. It’s… bad.

ArcheAge :: An odd mix of themepark and sandbox elements that never formed the cohesion needed to create a lasting experience. The PvP was ganky, the PvE was boring, and the bugs/cheats/exploits made the game unplayable for most of the people who overlooked or even enjoyed the gameplay.

Trove :: It’s like Minecraft meets MMO meets… I don’t know. It’s a little bit hodgepodge and the production qualify felt off to me. I was hoping for it to be enjoyable, but ultimately I stopped playing because it felt ‘cheap’.

So there’s the history. Lots of half-baked ideas and odd execution and implementation choices. Trion doesn’t seem to be stopping there. They recently announced “Devilian” which not only sounds generic but looks the part as well (as seen on their recent video release below).
Devilian looks like an outdated Asian Diablo clone supposedly containing PvP, MOBA, and MMO elements. Once again it feels like Trion is making/publishing a hodgepodge me-too product way after the expiration date. It simply doesn’t look to be any fun at all.

I hate feeling like I’m bashing on them. I genuinely don’t have the animosity this might portray. I’m simply confused and honestly a little shocked that the ideas are so poor. Here’s a studio with potential that makes one weird choice after another — namely their choice to continue publishing these games coming out of Asia.


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The WoW Token Almost Got Me

This week Blizzard debuted their new “WoW Token”, allowing players to purchase months of subscription time with in-game gold. I haven’t put a lot of thought into the theorycraft behind the Token so I’ll leave that to others who have but I can confirm that it alllllmost got me back into Azeroth.

(By the way, “WoW Token” just further cements my view that for all of their creative talents Blizzard is terrible at naming things.)
Ever since I stopped raiding my version of the WoW endgame has been playing the Auction House. Flipping virtual goods on a large scale, with all of its attendant weird mods and spreadsheets, scratches an itch that other games rarely do. WoW’s giant playerbase creates a busy and relatively volatile market and unlike EVE Online I’m not going to be raided by pirates while standing in the middle of Orgrimmar.
The Token is currently in the mid-20k price range, which seems shockingly reasonable to me. I haven’t played WoW since late Pandaria but to my knowledge someone who dedicated their time to gold-making would have no problem paying for their own subscription. Perhaps WoW has become the affordable Auction House Simulator of my dreams?

And so I booted up the game, only to be reminded that I spent the most of my gold on a shiny yak before quitting WoW last time so I didn’t have enough to buy a token now. “That’s okay,” I thought to myself as my mouse cursor hovered over the reactivate-for-actual-cash button. “You have to spend money to make money, right?!” But then I really started thinking — wasn’t part of my previous gold pile the result of max-level crafting abilities? I’m five levels and a ton of recipes behind now. And, ugh, Garrisons are in the game now and I’d probably have to make at least a moderate amount of effort to level one up. I was looking at a pretty significant time investment before I could even reasonably compete with the other Auction House Moguls.
And so, once again, I resisted resubscribing to WoW. The WoW Token seems like a cool idea and prices at the moment are very reasonable, but it’s still not an answer for that admittedly tiny niche of people who just want to play Bankers of Azeroth.

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3 Things RIFT Did Better Than Anyone Else

While I’m still having a grand time in Final Fantasy 14, lately I’ve been reminiscing about the glory days of RIFT.
Before Storm Legion and before cash shops, RIFT was my favorite MMO ever. It didn’t start out that way: the game debuted with a weird anti-WoW advertising campaign that was kind of off-putting at the time, and it did a lot of patching and maturing over its first six months. But I maintain to this day that there are things that RIFT did better than anyone else. It introduced new concepts and honed old ones, and I think the game gets less credit than it deserves for influencing MMO development after it came out.
1. RIFT mastered the concept of public events.
Okay yes, the oft-lamented Warhammer Online introduced the concept of public quests, but RIFT took that system and designed a whole world around it. In RIFT public quests weren’t just colored circles on the ground that you encountered every now and then, they were full out invasions. An unchecked rift could take over the local town, scaring away vendors and eating your quest-givers. Occasionally entire zones would succumb, spawning rifts everywhere and angry gigantic world bosses.
And then when that wasn’t enough Trion created the crafting rift, a public event that encouraged crafters to group up and close rifts together for advanced crafting material and tokens. No game has done that since, which is too bad because I had a lot of fun hanging out in Shimmersand with a bunch of crafters and racing to pop the next rift.
2. RIFT created the modern vision of MMO housing
As with public events, housing of course existed in MMOs before RIFT but it certainly revitalized the idea. Although popular now, MMO housing was out of favor for a number of years. Blizzard was frequently snarky about it when asked about putting housing in WoW, and the players were generally not much better. And then RIFT debuted Dimensions.
Dimensions blew the housing in LotRO and EQ2 out of the water. Instead of just having a house where your belongings would snap to a grid, Dimensions gave the player an entire plot of land and the tools to build anything. People created statues out of painstakingly placed chunks of wood, and huge sky castles with libraries full of books. You could pave over your lot with cement slabs or fill it with nothing but giant tree trunks.
Dimensions were not perfect — the tools were a little clunky in the beginning and there were too few pre-built options — but after the system’s debut housing became an almost essential part of modern MMOs. WildStar’s admittedly amazing housing would possibly not exist if it weren’t for Dimensions whetting the public appetite.
3. RIFT taught us that fluff is good
Although it might seem weird now, one of the things about RIFT that grabbed my interest right away was how many different titles were available at low levels.
You see, back in 2011 WoW was pretty serious business. There was no costume gear and obviously no dye system. New pets and mounts were rare. Titles were even more rare, and for the most part reserved for significant raid accomplishments. And that was all well and good, because WoW at the time was still kind of hardcore, grimdark and somber.
RIFT, on the other hand, embraced cosmetic and costume rewards from the moment it launched. Titles were fun and handed out regularly while leveling. Players could wear anything as costume gear (a feature still not available in WoW) including hats that looked like goblins hugging your head. Mounts were plentiful, or more so than WoW, and occasionally silly. Right from its launch RIFT was a game that embraced fluff and faff in a way that WoW never did until Pandaria.
Nowadays of course in RIFT and many other games fluff is king, and it all costs a pretty penny on the cash shop. Sigh.
I don’t play RIFT anymore because I never quite gelled with the Storm Legion expansion and their free-to-play model interferes with my compulsive hat collecting. However in its day RIFT was amazing, and I think the game (and Trion) doesn’t get the recognition it deserves for its influence on MMO development.

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