gameplay – Jupiter Broadcasting https://www.jupiterbroadcasting.com Open Source Entertainment, on Demand. Mon, 22 Feb 2016 02:45:57 +0000 en-US hourly 1 https://wordpress.org/?v=5.5.3 https://original.jupiterbroadcasting.net/wp-content/uploads/2019/04/cropped-favicon-32x32.png gameplay – Jupiter Broadcasting https://www.jupiterbroadcasting.com 32 32 New Show! Part 1 | In Depth Look https://original.jupiterbroadcasting.net/18052/new-show-part-1-in-depth-look/ Fri, 16 Mar 2012 17:07:48 +0000 https://original.jupiterbroadcasting.net/?p=18052 We have a new show: TORked! A new podcast covering Star Wars The Old Republic from multiple perspectives. News, tips, tricks and game updates, and much more!

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We have a new show: TORked! A new podcast covering Star Wars The Old Republic from multiple perspectives. The show will provide the latest news, tips, tricks and game updates. Casual and hardcore players alike will find this show helpful as they deal with the potentially disorienting galaxy of SWTOR.

Direct Download:

HD Download | Mobile Download | MP3 Download | Ogg Download | YouTube

RSS Feeds:

HD Feed | Mobile Feed | MP3 Feed | Ogg Feed | iTunes HD Feed

Support the Show:

Show Notes

TORked Feeds

Friends Play Free

SWTOR Friends Trial and Free Weekend Pass Players

BIG Patch coming up.

A lot being added, going to be a big topic for TORked! Watch the patch trailer

Books:

  1. Star Wars: The Old Republic: Fatal Alliance
  2. Star Wars: The Old Republic: Deceived
  3. Star Wars: The Old Republic: Revan

Time Card

[asa]B001CWXAP2[/asa]

Game

[asa]B0067G55XS[/asa]

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PAX Prime 2011: Guild Wars 2 Footage https://original.jupiterbroadcasting.net/11646/pax-prime-2011-guild-wars-2-footage/ Thu, 01 Sep 2011 08:56:45 +0000 https://original.jupiterbroadcasting.net/?p=11646 This video includes a glimpse of character creation, and a ton of PvP footage from various demos held throughout PAX Prime 2011.

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Check out some of the latest gameplay footage from ArenaNet’s innovative upcoming MMORPG, Guild Wars 2. This video includes a glimpse of character creation, and a ton of PvP footage from various demos held throughout PAX Prime 2011.

The post PAX Prime 2011: Guild Wars 2 Footage first appeared on Jupiter Broadcasting.

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PAX Prime 2011: League of Legends Interview https://original.jupiterbroadcasting.net/11632/pax-prime-2011-league-of-legends-interview/ Thu, 01 Sep 2011 08:33:39 +0000 https://original.jupiterbroadcasting.net/?p=11632 Jeremy interviews LoL:Dominion producer, Mark Norris, to delve into what the unique gameplay mechanics of League of Legends may offer for an MMO gamer.

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Jeremy interviews LoL:Dominion producer, Mark Norris, to delve into what the unique gameplay mechanics of League of Legends may offer for an MMO gamer.

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GamesCom 2011 | MMOrgue 14 https://original.jupiterbroadcasting.net/11522/gamescom-2011-mmorgue-14/ Fri, 26 Aug 2011 20:52:02 +0000 https://original.jupiterbroadcasting.net/?p=11522 This week focuses on the biggest MMO stories that filtered out of GamesCom 2011. We start with the most impressive showing, which came from Guild Wars 2!

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This week’s episode focuses on the biggest MMO stories that filtered out of GamesCom 2011.

The most impressive showing came from Guild Wars 2, which featured new playable demos showing off their dynamic event system, character customization, new playable races and classes, crafting, and PvP battlegrounds.

Besides GW2 however, also came Star Wars: The Old Republic, showing off a brand new twist on PvP battlegrounds, in the form of a bloodsport called Huttball.

Before we review either of those exciting new features however, we pull the lid off NCSoft and Carbine Studios’ newly announced MMORPG – Wildstar. We’ll tell you why this one is worth keeping an eye on, and why Carbine has a big job ahead of them to compete in the modern MMO market.

Direct Download Links:

HD Video | Large Video | Mobile Video | MP3 Audio | YouTube

MMOrgue iTunes Feeds: MMOrgue RSS Feeds:
HD Video
iPad & Apple TV Video
iPod Video
MP3 Audio
HD Video RSS
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Show Notes:

Welcome back to the MMOrgue!

Where we take gaming to the next… LEVEL… see what I did there?

/T-Shirt:/ “Pwn Depot”
Available at
Glitch Gaming Apparel

Last week’s Best of MMO Music episode has been receiving some great responses so far. If you haven’t had a chance to check it out, I like to think it’s worth a watch. Also be sure to check that episode’s show notes for so much more music!

GamesCom hit the industry like a massive tidal wave of awesome this past week. The convention itself saw record attendance of more than 275,000 gamers, and even exceeded the location’s maximum safety capacity at least once, causing the main entrances to be temporarily closed off. Rest assured that next year’s will be even bigger, but GamesCom organizers are already talking about finding a bigger/better location to hold it.

Now, let’s talk a little bit about the games that were shown off at the convention…

The Old Republic was, obviously, present at GamesCom, although their presence was underwhelming compared to their showing at ComicCon. Their big announcement came in the form of a new PvP gameplay experience known as Huttball, which I’ll spend some time discussing later in today’s episode.

As far as the MMO world is concerned, Guild Wars 2 has walked away as the big “winner” of the floor at this year’s GamesCom. The sheer volume of awesome videos, gameplay, feature walkthrus and other newsy bits that’ve come out of ArenaNet over the past week has been astounding, and I’ll be dedicating an entire segment of today’s show to some of those juicy tidbits.

Today’s topics are by no means going to make up the entirety of all of the incredible MMO news that filtered out of GamesCom over the past several days, but I simply don’t have enough time in this episode to cover everything that was shared with us, or announced. Check our show notes for a extra round-up of other newsworthy links and coverage, including:

The reveal that has garnered the most attention from MMO gamers over the past week seems to be WildStar – the new MMORPG from Carbine Studios that was recently teased in the “announcement of an announcement” by NCSoft that I spoke of a few episodes back. Although the game is still very much in its infancy, Carbine already had a complete gameplay experience ready to put into the hands of gamers, and we’ll be digging into some of those details a bit later on.

Wildstar

Carbine Studio’s new MMO offering landed on the scene in a big way, offering not just an announcement and trailer, but actual hands-on demo time for con-goers at GamesCom.
In light of the hype currently built around other upcoming titles like TOR and GW2, this was an absolute necessity in order to get any sort of coverage or attention right out of the gate.

As you may recall, Carbine’s original announcement of this game included the fact that this game is designed to “learn” from players’ choices, and adapt to how they want to play the game. In the demo offered at GamesCom, we began to see the first of what we’re told will be many layers, of just how this works. And it comes down to story.

The game is a blend of sci-fi and fantasy elements, showing off technology and magic living in harmony with one another, while the art style and animations are vaguely reminiscient of Titan AE and classic-era Disney, with touches of modern anime and stylistic flourishes everywhere. Despite being visually appealing, I have to admit that compared to other modern offerings like GW2 and Secret World, it looks dated. Not much better than the graphics offered by World of Warcraft or Forsaken World. That said, graphics aren’t everything, and this game’s devils are in the details.

When first introduced to Wildstar, you have crash-landed on a strange alien world. When creating your character, you get to not only choose your race and class from a selection that includes humans, rock monsters and bunny-people, but you are also asked why it is that you are on the planet to begin with. Were you exploring? Conquering? Studying? Colonizing? These choices will lead the game to offer a different advancement path and plotline, compared to the choices that another player may make, and successive choices are said to further specialize the game content as you continue to progress.

Already, folks are throwing around comparisons to Tabula Rasa, for a few obvious reasons. The most obvious comparison is the blend of tech and magic in the world, but perhaps more telling is that Carbine Studios’ developers are what many in the business would term a “dream team.” As some of you may recall, the same claim was made of the Tabula Rasa team back in the day, and turned out to be one of the major downfalls of that title’s development cycle. Too many “chefs” and not enough “cooks.” Carbine’s staff includes the former lead developer of WoW, the co-founder of Troika Games, and the co-founder of Turbine, as well as several other experienced and respected names in MMO gaming. This SOUNDS like it’s a very good thing for a game, but remember that Tabula Rasa (which was also under the direction of NCSoft, same as this title) ended up having to be redesigned from the ground-up several years into the development cycle because of creative disagreements among high-profile “rockstar” developers. Let’s hope that Wildstar doesn’t suffer from the same speed bumps.

I’ll be getting my own hands-on demo of Wildstar at PAX, so look for more to come on this potentially innovative gameplay experience.

Links:

Old Republic: HUTTBALL

I get the impression that The Old Republic has reached critical mass. Over the past month or so, we’ve seen very little announced in the way of new features, and most of the gameplay now available around the web is starting to feel a bit same-ey in terms of visuals. That’s not say I don’t wanna get my grubby little hands all OVER this hot mess, just that there seems to be very little else that Bioware can release that’s going to get me even MORE excited.

At least, that’s how I felt until I saw Huttball.
Introducing… HUTTBALL

So, at it’s core, it’s really just a variant on Capture the Flag, with a little football thrown in the mix for good measure. As well as some acid pits and flaming death traps. All good fun until somebody loses a limb, and then it’s HILARIOUS.

They’ve told us already that the teams will not follow the strict Republic vs. Empire party lines, and if the announcer from the trailer makes it into the game, you can bet there will be as many laughs as frags on the Huttball courts.

The concept of a steady stream of repeatable sports games is much more palatable to me personally, than an endless stream of “battleground” PvP matches, in terms of overall game lore. I mean, how did running a flag back and forth across Warsong Gultch really help the Horde’s war efforts against the Night Elves? At least in Huttball, we’re seeing something that can actually fit into the environment of the game, and make sense to a larger narrative. Even if the sense it makes is that it can be completely ignored and discarded by anyone not wishing to participate.

As with any feature announcement, there’s been a small amount of hubbub raised on TOR’s internal forums about whether or not it suits the game world, and a not-tiny contingent of pro-Jedi gamers have voiced their concern about having their favorite neon-swinging zen masters participate in what amounts to a bloodsport.

To them, I’d like to say first – Maybe the Jedi are simply out to prevent the Sith from gaining a positive public image as sports celebrities? I mean, think of the impact such celebrity status could’ve had for Darth Maul. Commercials, Wheaties boxes, merchandising contracts. These could lead to impressionable minds being swayed to the Dark Side!

Secondly, and more importantly – lighten up a little, guys. It’s a game, and Huttball looks like a ridiculous amount of fun that is likely to get even stalwart non-fans of PvP like myself, involved in the bloody game of bashing in my fellow players’ heads in a whole new way.

Guild Wars 2

Character Customization:

What is currently in the game, I find underwhelming. Compared to other “next-gen” character customization, as seen in APB and Eve, the customization in GW2 is fairly lacking. For the most part, it consists of choosing from presets of existing choices, plus a few tweaks available for individual pieces.

Given the amount of focus that ArenaNet places on art assets and visual impressiveness, what we’ve seen so far of customization is sorely lacking. It doesn’t live up to their established reputation as makers of beautiful games, or makers of innovative games.

We’re quite a ways from launch, though. This could easily improve dramatically between now and then.

Crafting System:

It’s rare in the MMO industry for a crafting system to get me excited, but GW2 has a few unique things going for it that have me looking forward to staring at a crafting UI for hours on end…

2 at a time, but can max them all
Must be a cost for swapping, or no point in limiting to 2
When you swap, you are back at the level you left off at, with all your discoveries intact

Discovery system allows you to learn new recipes through experimentation (or reading them from a wiki online, you lazy gamer you.)
It looks as though discovering a recipe rewards you with more xp than crafting it alone, leading to crafters using this system on a regular basis (even after all recipes are discovered and catalogued on wiki sites).

The look of crafted items will generally be more distinct than the loot that drops in the world.

Skill gains are steady and xp-based, happen regardless of what you’re crafting. No guesswork in leveling up.

Guild Wars Battle of Kyhlo
  • https://www.arena.net/blog/making-the-battle-of-kyhlo
  • https://www.arena.net/blog/the-battle-of-khylo-jonathan-sharp-on-pvp

The post GamesCom 2011 | MMOrgue 14 first appeared on Jupiter Broadcasting.

]]> E3 Recap | MMOrgue 6 https://original.jupiterbroadcasting.net/9486/e3-recap-mmorgue-6/ Sat, 18 Jun 2011 06:51:20 +0000 https://original.jupiterbroadcasting.net/?p=9486 This week’s episode will be taking a closer look at some of the intriguing bits of MMO goodness to have spilled from the halls of this years E3!

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As promised, this week’s episode will be taking a closer look at some of the intriguing bits of MMO goodness to have spilled from the halls of the Los Angeles Convention Center during last week’s Electronics Entertainment Expo, more commonly known as E3.

Although most fans of MMOs left the expo talking about the latest trailers and announcements from SWTOR, or the launch of Neverwinter Online’s website and subsequent flood of information, there are few stories which have stood above the crowd in my eyes. Two console-bound MMOs that promise to break new ground with innovative features and business models, and unprecedented presence beyond the confines of games themselves.

The first of these comes from Trion Worlds, the makers of RIFT and End of Nations. Their newly announced third-person shooter, Defiance, will come to PC, consoles, and television. Yes, you heard that correctly.

The other console-bound MMO comes from CCP, the geniuses behind the innovative and unique space sandbox MMO, Eve. In Dust514, players will extend the war for dominance of the galaxy to a new front line, without leaving the old war behind.

Before we get into the details of each of these interesting new software titles, I’d like to first review some hardware that made a big showing at this year’s E3. The cloud-gaming service, On-Live.

Direct Download Links:

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MMOrgue iTunes Feeds: MMOrgue RSS Feeds:
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iPad & Apple TV Video
iPod Video
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HD Video RSS
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MP3 Audio RSS

Show Notes:

ON-LIVE
Disclaimer: On-Live has made NO MENTION of getting into MMOs. This is entirely my speculation and opinion on how their technology could change the landscape. 

Server-Client nature
– Standard faire MMO gamers
– Inability to play offline is not a setback for this genre
– Lack of ownership of title is no big deal
For developers:
– No more client hacking
– Patching – seamless/easy

Sluggish gameplay not a distraction
– Majority of MMO games can be played in lag without bother

System Reqs:
Cloud gaming means that the gameplay is rendered remotely in real-time, then sent to your screen as encoded video transmissions. This eliminates the need for local hardware, other than the bare essentials needed to decode the video (which is very efficient), and a beefy internet connection.
– Many MMO gamers already have strong connection speeds, or would not balk at upgrading their speed to play a new title they were excited about.
– The MMO industry is known for keeping reqs low in order to cater to a more casual playerbase.
** By eliminating the need for high end hardware at the customer’s end, you can push the specs of your game to unseen heights. Making prettier games, that run even on very low end systems.
** In fact, if the game is DESIGNED to be an OnLive exclusive, you can even push the envelope of what’s available at the bleeding edge of technology, and go beyond the graphics capabilities of ANY consumer.
– No more time spent ensuring your client runs on dozens of different hardware setups. You can eliminate that portion of your development cycle by ensuring that your cloud-based servers all have the same hardware. Compatability issues become a thing of the past.

In summary:
If a major development shop joined up with OnLive to deliver a product, it could potentially revolutionize what gamers expect from an MMO. By delivering higher quality graphics, eliminating downloads, and destroying technological barriers for entry other than a strong internet connection speed.

Simply put, the playing field would change. And it’s my opinion that games delivering their content using the current model of downloading patches and

DEFIANCE

Defiance (interview)

Trion Worlds is partnering with SyFy (NBC) to create an evolving story that ties together across the game, and a TV series.

  • This partnership originated on the NBC/Universal side, so it’s possible that the SHOW comes first.

Yes, there will be an ongoing TV series airing alongside the game, focusing on a cast of a few primary characters.

  • These characters will also appear in game, and if their actions in either affect the world as a whole, players of the game will see those changes occur, and see their world evolve dynamically.
  • It also goes the other way — players or guilds that have an impact on the game’s dynamic world may find themselves written into the script of the TV show (though probably only as a mention, and not an actual appearance).

Also launching on PC, PS3 and Xbox360 at the same time.

  • Devs are “not talking about cross-platform at this time” but other news sites are already reporting that players on all 3 platforms will be able to interact.
  • If true, it would be the first to break down those barriers.

Trion Worlds says the game shares elements of Borderlands, Red Dead Redemption and Halo.

  • From a few fans that saw the demo, it’s also been compared to Tabula Rasa.
  • Could we finally have the spiritual successor we’ve been waiting for?

Arkfall events, very similar to “rift” dynamics.

  • In addition to standard missions (aka quests, but geographically triggered).

DUST 514

Dust 514 details integration with EVE (1, 2, 3)

Exclusive to PS3 (and PSVita?)

  • Not a true MMO, but rather a match-based FPS.
  • Although each individual battle may contain “massive” numbers of participants, there’s no persistence within Dust514 itself.
  • These battles represent, and control, resource conquest within EVE.
  • For example, an EVE player might want to build a space elevator on a planet, in order to take control of that planet’s resources and facilities. He could set up a contract with a Dust 514 player (or even multiple players) to attack a certain point at a certain time, and if a Dust 514 player can win that battle, the EVE player’s corporation could earn control of that area, and all of the spoils therein.

Separate game, unified economy.

  • Respawning and re-equipping in Dust costs ISK, which is earned easily by directly contracting with pilots and corporations in EVE.
  • Once a contract is fulfilled, the ISK is sent from EVE to DUST.
  • Sure, that means you could “contract” your own toon in the other game. But the political intrigue doesn’t stop there.
  • It’s well known that the majority of what you might consider EVE’s “end-game” is played only by the most powerful and well-connected players. They are all a part of massive corporations that seek strength in numbers, and overcome their enemies through a combination of skill and tactics on the battlefield, and political machination and espionage behind closed doors.
  • The addition of these ground-based skirmishes is just another layer to the already complicated interaction of these powerful corporations. And it’s possible that a skilled DUST merc could find himself contacted by multiple corps, and deciding the fate of the larger galaxy through his successes. Or even via his failures.
  • It won’t be unheard of for a Merc to accept a large budget contract to “win” a match, only to also sign an off-the-record deal with a rival corporation to throw the match for a larger sum.
  • Dusters can also join EVE corps, and dedicate themselves to a single purpose instead of merc’ing out for their whole lives.

Two games, one war

  • There will be airstrikes, and ground-to-space attacks
  • Meaning that the games are not as separate as they may at first feel.
  • Also meaning that a group of ground mercs playing DUST won’t necessarily want to risk assaulting a planet’s command center unless they have a fleet in orbit protection against retaliation from an associated EVE corporation.

UI design?

  • While CCP has plenty of experience running massive worlds and maintaining online servers, its only prior product is EVE.
  • EVE is a mire of spreadsheets and UI elements that combine to form an immediate information overload even for low-end players. By the time you’re a veteran of the game, you look at boxes filled with complicated text and figures more frequently than you get to enjoy the stunning beauty of the game’s space environments and ships.
  • A shooter requires a streamlined, easy-to-use, intuitive and minimalistic interface. Although there are plenty of models to aspire to on the market, CCP is going to have to overcome their own tendency to overload players HUDs with information. Keep it simple, stupid!

CCP is marketing this to NON-EVE PLAYERS

Cost to play?

  • Free, with box cost. (no box, distributed via PSN)
  • But the box cost is refunded in ISK (which can even be spent to buy game time in EVE).
  • You can then purchase additional ISK if necessary. And since re-equipping after death will require ISK, it may very well be an expensive game to play, if you’re not very good at it.

To date, no other MMO has launched an entire second GAME that directly interacts with their predecessor project. The interconnectivity of the economic and political portions of EVE and DUST set an unprecedented standard as an evolutionary leap forward towards at last experiencing dynamic, player-driven, sandbox events at every scale of human experience.

Other E3 News

New Titles:
Wizardry Online
Dragon Nest

More Info on Known Titles:
TERA Online announces Political System (1, 2, Q&A)
Black Prophecy enters Open Beta
SWTOR… was there (1, 2

Download & Comment:

The post E3 Recap | MMOrgue 6 first appeared on Jupiter Broadcasting.

]]> Champions / Marvel | MMOrgue 3 https://original.jupiterbroadcasting.net/8861/champions-marvel-mmorgue-3/ Sat, 28 May 2011 03:00:49 +0000 https://original.jupiterbroadcasting.net/?p=8861 In this week’s MMOrgue, we’re digging up the dirt on the world of superhero MMOs!

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In this week’s MMOrgue, we’re digging up the dirt on the world of superhero MMOs! Join us as we don our capes and tights to take a look at the latest troubling reports from inside Marvel Universe Online, as well as examine the effects that SOE’s network security issues and subsequent outage have had on DC Universe Online.

Last but not least, we examine the announcement that Atari is parting ways with Champions Online developer, Cryptic Studios. What has motivated this divestment, and what could this mean for the studio’s future and existing projects?

Direct Download Links:

HD Video | Large Video | Mobile Video | MP3 Audio | YouTube

MMOrgue iTunes Feeds: MMOrgue RSS Feeds:
HD Video
iPad & Apple TV Video
iPod Video
MP3 Audio
HD Video RSS
Large Video RSS
Mobile Video RSS
MP3 Audio RSS

Show Notes:

First, to respond to some feedback:

“The dark theme and name do not suit the show’s content.”

  • First the obvious reasoning behind the name: Everybody talkes about MMOs, and everybody considers themselves an expert worthy of a name and brand. Hence, MMO-everything is taken. I kid you not.
  • More importantly, the concept of looking at the inner workings of a living industry is very much in line with the idea of cataloguing and studying our dead.
    • I chose this theme and name to illustrate a scientific and analytic approach to the stories that will be covered herein.
    • The communities, technologies, and professionals of this industry are very much the heart, lungs and brains of any MMO. Without analysing what motivates and drives any of these, we potentially lose sight of the whole.
  • And lastly, the MMO industry is a dangerous place. Covering titles and technologies that are dead, and finding out what put them there, is something that WILL be covered on this show.

“You need a co-host.”

  • If this was a show about sharing the latest press releases and announcements, I would be inclined to agree. Finding commentary and conversation on such topics is easy, and flows best between separate minds.
    • However, as this show is 100% editorial driven, the content is created from the mind of its host. Increasing the number of minds involved would only fragment the content and any opinions contained herein.
  • That said, there will occasionally be important industry events which either slip my radar, or about which I know too little to accurately form an editorial opinion.
    • In these circumstances, I intend to invite “correspondents” to join me on air to discuss those particular situations. If you feel as though you would like to become a correspondent, please contact me by posting at jupitercolony.com, or by emailing jeremy@jupiterbroadcasting.com, to start a discussion on what content you would like to present to our audience.

DCUO and SOE outage

  • Infographic
  • On May 2nd, SOE went dark. Then hundreds of thousands of gamers cried out in frustration, and never went silent.
  • It took almost two weeks to get the network, and all of Sony’s games, back up and running and (apparently) secure from further invasion. That outage is estimated to have cost SOE a total of $171 million.
  • And this is AFTER a fiscal year that ended in March, which reported an annual loss of $3.2 billion for the company.

What does this rough patch mean for the future of DCUO?

  • Nobody at SOE is making any official statements yet, other than to say that DCUO’s population is currently “very good.”
  • In the past 3 months, there have been two replacements among the DCUO project’s upper management that were made from within … existing execs taking on extra responsibility instead of promotions, or new hires.
  • And this after the project suffered a round of layoffs in April.
  • It is likely that subscriptions will see a noteworthy drop due to the outage. Even with the incentives being offered by SOE by way of apology.
    • This comes down to Consumer Confidence, which is fancy way of saying “people don’t like to be jerked around.”
    • SOE has a large overhead, capable of supporting a few rocky patches. Even so, they’ve been known to shut down games (Matrix Online).
  • GOOD NEWS: Apparently this outage scared SOE into being more interactive with their customers, and their forums are now ablaze with Dev Posts at regular intervals sharing REAL info instead of SOE’s standard practice of silence and mystery.
    • Let’s hope it lasts.

MegaServers

  • Just days before the SOE network outage, it was announced that ALL of the existing DCUO servers would soon be merged into a few instanced networks called “MegaServers.”
  • Through the use of “phasing” technology, players will still be participating in areas that will have reasonable populations.
  • The benefit of this is to allow all of the back-end queueing for Raids, Duos, Alerts, and PvP to work across ALL players (on a per-platform basis).
  • The idea of server mergers has always been seen as a bad thing by the MMO press. It indicates a population decline, and a lack of interest.
    • This MAY be different, as this sounds more like a fundamental tech shift, and not just a run-of-the-mill merger.
    • However, it is still addressing an issue that would not be present if the game had a large and active population of gamers (queue times for instanced content).
  • Community outcry of “name collision” issues, and lack of solid responses from SOE, are causing additional schisms and rage among players.

Champions Online – Atari divests itself from Cryptic

https://www.gamasutra.com/view/news/34704/Atari_Drops_Champions_Online_Developer_Cryptic_Studios.php

First, rumor killing:
– Nothing is happening YET. Atari has only announced their INTENT to divest. They have not announced that they are seeking a buyer, nor that any change of staff will occur as a result of this decision.

Atari is making a Bad Choice

  • Investing in casual markets
    • Casual / Facebook games do not create brand recognition, fan loyalty or press.
    • As this market continues to mature, games will become more and more complex and impressive until their development budgets rival current standalone titles.
    • Long-term investment in this area will continue to require more and more finances to remain competitive. It is not a quick and cheap money-maker market.
  • Profits continue to rise
    • 17.3 million prior year, 7 million this year, next year = ??
    • While actively developing at least one unreleased title – Neverwinter
    • Early indications that Champions Online move to F2P has resulted in huge increase in profits, which only occurred in Q3 of 2010.
  • Foundry Tech
    • No other MMO has created such a successful and robust UGC tool, and it is now available to be ported to all titles using the Cryptic Engine: STO, CO and NWO.
    • Giving the power of content creation to users opens up new doors to new types of gamers, and creates a powerful sense of community.
    • Other MMO devs would probably love to get their hands on this technology…

Independence for Cryptic?

  • In today’s MMO landscape, no Dev survives alone.
  • They all need a publisher, and most publishers end up owning the Dev studio
    • Blizzard was acquired by Activision in 2007
    • Bioware became a part of EA in 2007
    • Turbine, the biggest example of a successful “indie” developer, was purchased by Warner Bros in 2010.
  • To date, no major developer has managed to leave its parent publishing company, and survive. In fact, it’s such a risky prospect that studios typically just dissolve rather than even attempt it.

So then, who buys Cryptic?

  • I think it’d be a bit presumptuous for me, as a gamer and not a financial analyst, to try and make an educated guess on this one.
  • MMORPG.com has a couple good editorials that cover most of the major candidates in this area. Check the show notes for details, as I don’t have much else to add to the discussion at this point.
  • Fans of Star Trek Online are hoping that the company is acquired by CBS, the IP holder of the Star Trek franchise.
    • Would CBS be interested in entering the online gaming arena? They haven’t yet.

Future of Neverwinter IP?
Possibly the biggest question mark in all of this…

  • Atari holds publishing rights on all Dungeons & Dragons products until 2017.
  • A lot of money and time already invested in the project, including a co-publishing deal with a line of novels written by R.A. Salvatore, and a deal with Wizards of the Coast for additional tie-ins.
  • Unlikely that Atari will let this one go completely.
    • It will either get pulled from Cryptic and given to another studio with Atari maintaining their publishing oversight, or a new deal will be worked out to keep Atari on board in spite of their divestment from the studio.
    • Either option discounts the title from being a bargaining tool in obtaining a new investment partner.

Marvel Universe

F2P

  • Attempting to live under the title of “First ever AAA F2P MMO in the West, at time of launch”
    • Color me completely unimpressed.
    • First of all, you can’t CLAIM a title like “Triple-A” without having a product. At this time, with the total lack of game footage, screenshots, timelines for beta/release, or even branding… what is here to lay claim to?
    • This just sounds like empty hype, from a company that has already started disappointing us with overblown hype for their other unlaunched MMO, Jumpgate:Evolution.

No Character Customization
Rank this as my “most worrying” concern for this title.

  • On the one hand, it will allow players to jump into game as iconic well-known superheroes from the Marvel franchise.
    • A lot of people will find this appealing, as evidenced by the outstanding sales records for single-player superhero titles like “Ultimate Alliance.”
    • Developers at Secret Identify Studios claim this will make everyone feel more heroic, and “we won’t be merely ‘sidekicks.’”
      • EMPTY CLAIM — CO allows heroes to feel like heroes, and even have their own Nemesis with minions and a base. What sidekick has that?!
  • On the other, how many Wolverines and Hulks will be roaming around? Or will each server have only one instance of each? Where’s the “massive” in this MMO, if that’s the case?
    • And how about progression? If you have to unlock the powers of your favorite superheroes, how do you explain them losing their abilities at the start of the story?
  • Possibly one of the biggest selling points of superhero MMOs to date, has been character customization. CoX and CO had it in droves, and DCUO’s comparative lack of options brought them a lot of criticism from MMO players and press.
    • This is a technological step backwards, and will only work if this is NOT a true MMO as we’ve come to define it.
    • If this is just another “X-Men Legends” or “Ultimate Alliance” with robust online matchmaking services, then it could work.
    • But any form of persistence, progression and community, will be lost without personalization of your avatar.

Written by Bendis
This has the potential to make me excited.

  • Brian Michael Bendis is the godfather of Marvel’s “Ultimate” universe, and creator of some of the most critically acclaimed stories ever to spring from comic books. Including “Avengers Disassembled,” “House of M,” “Civil War,” and “Secret Invasion.”
  • He claims to be writing stories for MUO that will portray some of the most iconic moments from each characters’ lore, and re-imagine them into events that players will experience in-game.
  • Not much else to say about it, really. Bendis has never really done anything ‘wrong’ (except, arguably, killing off Hawkeye… ) so it’s great news for the story side of the game.
  • Between this, and the news that R.A. Salvatore is writing for Cryptic’s “Neverwinter,” it could set a precedence in the industry to bring in more established high-profile writers to flesh out the story of an MMO. Nothing wrong with that at ALL. There’s a reason they are high-profile after all… it’s because they’re AWESOME.

https://www.mmorpg.com/showFeature.cfm/loadFeature/5187/page/1
https://massively.joystiq.com/2011/05/02/the-daily-grind-do-you-think-marvel-universe-is-an-mmo/

—————

Man… this whole episode was a lot of bad news, wasn’t it? And here I was hoping that superheroes were a HAPPY topic of conversation…

Well, maybe next week will turn some of that around…

+ RIFT feedback and discussion
+ 2KGames enters the MMO arena, through a partnership with XLGames (Lineage)
+ Bioware talks Mass Effect MMO

 

The post Champions / Marvel | MMOrgue 3 first appeared on Jupiter Broadcasting.

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Age of Empires / APB | MMOrgue 2 https://original.jupiterbroadcasting.net/8452/age-of-empires-apb-mmorgue-2/ Fri, 20 May 2011 20:41:29 +0000 https://original.jupiterbroadcasting.net/?p=8452 We discuss Age of Empires Online, beta now and brings an entire new subgenre into the wide world of online gaming. Also a look at the once-deceased APB Reloaded

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In this week’s show we’ll be discussing Age of Empires Online, which is set to soon crawl its way out of the womb of beta and bring with it an entire new subgenre into the wide world of online gaming. We’ll also take a look at the once-deceased APB Reloaded, since it is clawing its way out of the fresh dirt of its un-mourned gravesite, and shambling across the MMO landscape in search of brains. I mean … wallets.

But first up, a quick note on RIFT, and an invitation to join the fledgeling community for this show being hosted at www.jupitercolony.com

Direct Download Links:

HD Video | Large Video | Mobile Video | MP3 Audio | YouTube

MMOrgue iTunes Feeds: MMOrgue RSS Feeds:
HD Video
iPad & Apple TV Video
iPod Video
MP3 Audio
HD Video RSS
Large Video RSS
Mobile Video RSS
MP3 Audio RSS

Show Notes:

Age of Empires Online

All of the ‘classic’ RTS elements are here, and each individual mission/quest acts almost exactly like a traditional RTS campaign.

Strategy vs. MMO = Persistence

In order to add persistence, AOEO added:

– Gear
Worried that high-end PvP will be less about strategy, and more about gear.

– Talents
Actually a really great idea. I’d love to see something like this implemented into single-player RTSs, where your choice of tech advancements control which missions you can play through.

– Crafting and Materials
A HUGE pain in the ass! Not enough storage space. No explanation for why you might need some and not others. No information on rarity or approximate value.

– Socialization
There are options to trade (which is a necessary part of the Materials economy), visit other kingdoms, team up for elite co-op missions, and PvP. Because this is primarily an RTS game though, means that by-and-large you’re dealing with a Starcraft-type crowd, and not a social gamer scene. Very mercenary and cutthroat.

So, with all these things added, what did it lose from a standard RTS?

Not much…

– No immersive story
Granted the AOE franchise has never been big on story, but seeing a campaign unfold before your eyes has become an expected feature of RTS campaigns. But since most hardcore fans of the genre play these games for randomly-generated challenges and online deathmatches, this isn’t a huge loss.

– Any sense of urgency or loss
Your home kingdom can never come under attack. It is completely safe, and therefore the entire game lacks any feel of true conflict. Getting slaughtered by barbarians? All your villagers get killed off? No biggie – just quit out and try again, and you’ve lost nothing but time.

But really, neither of those are game killers.

The final thing that’s lost when making the jump to the MMO space, is a fundamental shift in progression paradigm of the RTS. You see, in most single-player RTS campaigns, progression is first dictated by tech barriers as you unlock new buildings, units or abilities, and then switches over to being solely about the PLAYER getting better at the game. However, in AOEO, a large portion of that progression has been replaced by gear acquisition and social networking. Meaning that instead of having to become a better player to beat a particular mission, you can instead brute-force your way past it by having better gear upgrades and bringing along a buddy or two to overwhelm your opponents. This is standard MMO faire, but in my opinion, it diminishes one of the core charms of the RTS genre – that only the skilled will survive.

Final Verdict: As a fan of strategy games, I personally tend to play them for specific reasons. They’re a mental challenge to overcome, and not a social one. The shoehorning of multiplayer features (excessive loot, large-scale economic balance, crafting timers, gated content, slow advancement) has caused players of AOEO to have to overcome the game mechanics themself, in order to enjoy it the same as they would a single-player RTS. And while I won’t necessarily call that a bad thing – especially as a fan of social gaming – I frequently get the feeling that I would prefer that they kept their chocolate out of my peanut butter. The additional layer of complexity that an MMO game adds to the established RTS traditions is an interesting change of pace, but it is just that – an addition. This is not a melding of the two game types, it’s an RTS + more. And not all players will enjoy what’s been added.

I haven’t touched yet on the fact that this game is going to be F2P, supported by a cash shop. This is for one simple reason: The cash shop is not yet open in the Beta, so I can’t see what the developers are selling.

They are saying that no game-balance-effecting items will be sold in the shop, and that it will be limited to content. But in the same breath, they’ve mentioned selling “special units” which sound to me like an option that could fundamentally change the balance of the game, especially in PvP.

Until I see the actual items being sold, and the costs, I’ll withhold an official opinion on the matter, but be forewarned that although there is no initial cost to play this game, the addition of a cash shop will ALWAYS mean that the best gaming experience will still cost you money.

[ad#shownotes]

APB Reloaded

REASONS TO HOPE FOR SUCCESS:

1) Customization of Content

APB’s robust character customization tools allowed players to take control of their avatar’s appearance in unprecedented new ways. The sliders and facial morphing are impressive, and the ability to design custom logos, then place them onto your characters’ T-shirts or car hoods, was something no MMO had allowed in the past. Additionally, the game encouraged players to take these customized items and trade them to one another for in-game currency, allowing a substrata of the economy to grow around a single mechanic that has ABSOLUTELY NO EFFECT on gameplay.

The loss of this series of features from the MMO landscape when APB was closed down, was a sad day. So imagine my excitement when I heard the news of APB’s resurrection at the hands of GamersFirst!

2) Future Resurrections

This is the first time that we’ve ever seen a big-budget ‘top shelf’ MMO get a second lease on life after failing to impress fans following a dismal launch. PlanetSide, Matrix Online, Tabula Rasa, Auto Assault… all of these titles could have warranted a similar treatment back in the day, but nobody was willing to take the risk. Could this be the beginning of a new era of second-run MMOs? Could games that begin life as a financial flop, look forward to resurrection at the hands of a new owner? Time will tell if APB’s story of a second coming is a unique situation, but it would be short-sighted to ignore the potential impact that this could have on the MMO industry if APB Reloaded becomes a successful game with a long lifespan and active playerbase.

PRIMARY HURDLES:

1) Cash Shop and a Pay-to-Win atmosphere

I mentioned earlier that there will be a cash shop within APB. This is because GamersFirst is doing away with the previous subscription system, where players would pay per hour of game time, and replacing it with a Free To Play system that is supported by microtransactions. Now, I can already see many of you rolling your eyes at this, and saying things like “nickel and diming” and “pay to win.” Well, let me tell you… your concerns, are my concerns.

You see, when I first met APB, I saw a game ripe for cash shop exploitation, in the form of gating off their massive customization tools into a series of unlockable features driven by microtransactions. Hair packs, tattoo packs, shirt packs, jacket packs, nose packs, beard packs — all of these could’ve ended up on an in-game cash shop, and people would’ve paid thru the nose for a new nose. And it would’ve had absolutely ZERO effect on the game’s PvP-driven game content, doing away with concerns of it becoming a Pay To Win atmosphere.

But no, that’s not the way GamersFirst does things. You see, they are primarily an Eastern Market publisher, and cash shops in Asian MMOs are known for their Pay To Win offerings. Especially in games with PvP. While American and European markets tend to eschew this financial inequality, it’s been embraced by the Eastern markets for years now, and has become a core part of their long-term business models for many different MMOs.

The result, is a cash shop for APB that offers things like Rocket Launchers, Machine Guns with unlimited ammo, and extra-durable vehicles that can take a massive amount of pounding. Yes, you heard me right, in a deathmatch shooter where survival is frequently determined by the quality of the gun you’re toting, you can now spend real-life cash to ensure that your survival is more likely than the enemies’. Pay To Win.

Players unwilling to spend money on goodies like this out of the gate are destined to suffer through a pretty brutal starting process of being nothing but cannon fodder for their more well-equipped teammates, while earning tiny portions of the overall mission bounty, until they can either scrape up a decent weapon or break down and purchase one from the cash shop. So not only will you be at a disadvantage for being new, but you’ll be at an additional disadvantage if you don’t slap down a credit card and start spending.

2) The Gameplay Itself

It’s up to each player to determine if a particular game suits their habits, budgets, and needs. Despite the bleak picture I’ve painted here of a cash-driven power struggle, I actually think that APB is destined for success this time around. The game has a visceral, fast-paced and action-packed feel to it that many gamers are sure to enjoy, and the additional layers of complexity offered by customization and exploration could definitely win over some long-term fans. I will forewarn you though that this game is not standard MMO faire, and instead should be considered more akin to a massive deathmatch shooter with a seamlessly integrated matchmaking system and persistent graphical lobby. You’re not likely to spend time getting to know your fellow players while you’re lobbing grenades at the opponent, or racing the wrong way down a busy street. Or sidewalk. You’ve got a gun to aim, and badguys to kill. The rest is just flavor, and not the main course.

Download:

The post Age of Empires / APB | MMOrgue 2 first appeared on Jupiter Broadcasting.

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Portal 2 WINS! | J@N | 4.19.11 https://original.jupiterbroadcasting.net/7268/portal-2-wins-jn-41911/ Tue, 19 Apr 2011 22:56:45 +0000 https://original.jupiterbroadcasting.net/?p=7268 We review Portal 2 and tell you why it’s addictive, and completely adorable! Plus we killed hours playing Portal 2's co-op mode, tune in for the details!

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We have to do a show? Can’t I just keep playing?! Ugh, fine.

Here’s a show about Portal 2. We review it, tell you why it’s incredible and addictive and completely adorable, then show you a little why others think the same. Oh and there’s a couple newsy bits, too. And swag to buy.

Fascinating, I’m sure, but can I go play some more now? There’s science to be done!

Show Feeds:

[ad#shownotes]

Show Notes:

ThinkGeek affiliate link

WSJ Review: Portal 2 Is A Hole In One
Techland(TIME) Gives it a Perfect 10
PC Gamer Scores at 94/100

The Early Launch Project — Potato Sack
– Players that purchased and played indie games on Steam fueled a launch ahead of schedule.
– Served to promote indie gaming, Steam, and PC gaming in general.
– Also probably made Valve a few hundred thousand dollars. And I have no problem with that.

Review Points (SINGLE PLAYER)

PROS
– ENVIRONMENT ART / ANIMATION
The intro is breath-taking. The environments built to re-introduce you are magnificent. And the way they grow and change throughout the game is brilliant. The environment IS a character, or at the very least a bodily extension of one (or … two …)

– RE-INTRODUCTION
Being a test subject “again” was fun because of how it was introduced. Also good for brand new players that didn’t play the first, or have taken a long break. A nice easy way to get you back into the swing of things.

– OLD FRIENDS
I’ve been worried for months now that the “soul” of Portal 2 would end up feeling bland and overworked, because Valve might put too much effort into making another landmark game, where the first felt like sort of an accident. Those fears have been put to rest.

– NEW FRIENDS
* Cave Johnson, the voice in many of the trailers released so far, is a ridiculous fossil of manliness from the 50s/60s. And he lampoons it with such efficiency that it becomes AWESOME. (think, “Mad Men”)
– “When life gives you lemons, invent combustible lemons and burn life’s house down with them. You don’t deserve lemons!”
* Getting to know GladOS on a more personal basis was worth the price of the game.

– LENGTH/DEPTH
Whereas Portal1 felt like nothing more than a clever puzzle game that could be beaten in a single sitting, Portal2 is an awesome ride through an incredible story, as it tells you the history of Aperture Labs without actually having to TELL you anything. Incredible storytelling.

– NO ENEMIES
I like having a sense of danger without actually having to kill anything. Too many puzzle games introduce enemies, when their gameplay could be designed in a way to do without it. (e.g., “The Ball”)

– AUDIO/MUSIC
* Some of the more complicated puzzles give you a subtle musical cue when you’re on the right track to solving it.
* Top notch ambient audio all over. Distant explosions, whirring machinery, etc.

CON
– Some REALLY tough puzzles, involving extremely fast hand-eye coordination. I may not be able to beat this game because of it.
– Did not like Wheatley. I know a lot of people did, but it’s tough to sympathize or enjoy interacting with him. I can’t put my finger on it.
– A few (VERY few) cut corners, it feels like. With so much attention given to the atmosphere, it was a minor moment of disappointment to see some missed opportunities (eg. the ‘intro movies’ playing near each lift, many were repeated dozens of times.)
– No explanation given (as far as I know) for your character’s reintroduction to the Labs. At the end of Portal1, you seem to escape to the surface. So why are you back inside at the start of Portal2?
– Few achievements. Or maybe I suck. Either way, it comes across as a negative to me. I’d like more badges for my efforts, even if they’re not uber leet..

[ad#shownotes]

Co-Op Review

PROS
– Very easy to start up, well integrated into Steam network (obviously…)
– Communication is excellent, over Steam. Also with press F to point, use timers, etc.
– Incredible variation of maps. Some were just STUPIDLY awesome to complete. Aiming lasers using your partner’s mini-viewscreen, etc.
– GladOS’ commentary keeps it light hearted, even when you die repeatedly. Especially when you die repeatedly.
– Fully featured, completely time consuming. We finished the first 6 maps, thought that was it, and were still satisfied. Then found a dozen more, and there are probably even more after that.

CONS
– No chatting during load screens.
– Complicated. Requires a teammate with lots of patience. Not recommended for strangers.
– It can, at times, feel like playing pool with a friend. But both of you can only use one hand each, and you’re both using the same cue. At the same time.

Download:

The post Portal 2 WINS! | J@N | 4.19.11 first appeared on Jupiter Broadcasting.

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Summer Predictions | LOTSO 29 https://original.jupiterbroadcasting.net/7178/summer-predictions-lotso-29/ Fri, 15 Apr 2011 21:33:24 +0000 https://original.jupiterbroadcasting.net/?p=7178 The guys put it all on the line and make their calls on which games you’re going to love coming out over the next few months!

The post Summer Predictions | LOTSO 29 first appeared on Jupiter Broadcasting.

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The guys put it all on the line and make their calls on which games you’re going to love coming out over the next few months!

We’ll round up the big ones in their release order and give you our predictions, plus we poll our live chat room on which games they think will go big!

Cast YOUR vote in our poll

Grab one of LOTSO’s feeds to get every release:

[ad#shownotes]

Downloads, & Show Notes:

What we’ve been playing:
Chris: Black Prophecy & STO Foundry Missions
Justin: Crysis 2
Alan: NBA 2K11

4-19: Mortal Kombat
4-19: Portal 2
5-17: LA Noire
5-17: Brink
5-31: Red Faction
6-7: inFamous 2
6-14: Duke Nukem Forever

What’s coming up – IGN’s big 2011 List!

Download:

The post Summer Predictions | LOTSO 29 first appeared on Jupiter Broadcasting.

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PAX East 2011 RECAP | J@N | 3.15.11 https://original.jupiterbroadcasting.net/6176/pax-east-2011-recap-jn-31511/ Tue, 15 Mar 2011 21:37:29 +0000 https://original.jupiterbroadcasting.net/?p=6176 The PAX East weekend has come to an end, and the guys pick some of their favorite stories from this gaming event!

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The PAX East weekend has come to an end, and the guys pick some of their favorite stories from this gaming event!

Plus they share a few stories from their last visit to PAX.

Show Feeds:

[ad#shownotes]

Show Notes:

What is PAX?

PAX East officially becomes biggest PAX ever
– 69,500 attendees
– Larger venue than previous years, and even had breathing room!
– Still numerous complaints over lines (2+ hours for DNF play was the average)

Child of Eden release date announced
– June 14th, 2011

10 minutes of Portal 2 gameplay – VIDEO
– Introduces CEO of Aperture Science

More “Homefront” Information – VIDEO

Guild Wars 2 Char Creation includes a questionairre
– After you pick the race, sex, and class you answer a slew of questions which in effect flesh out your character’s biography and set you on the path for your own personal story in the game.
– More info on Why You Should Care About GW2

SWTOR unleashes a 16-minute video of Flashpoint (dungeon) gameplay, and a new Trailer
– A better look at the “convo-loot” rolls and interactive group dialogue
– Combat also looks better than it has previously, but still very MMO-ey (click and auto-attack)

L.A. Noire Storyline 25-30 Hours Long

Sony announces Free Realms MMO coming to PS3

Tribes MMO officially unveiled
Official Teaser Site

Talented Trekkie Dances His Ass Off

Firefall: a F2P MMO shooter
– Reminiscient of Borderlands in many ways (class structure, cel shading, alien world overrun by bugs and creeps, etc).
– Producer gave a speech @ PAX that confirmed you “will NOT be able to buy your way to victory” and went on to explain that all microtransactions will be aesthetics only.

MEDIA ROLL:
Image Tour of the Show Floor
Wil Wheaton is sleepy
Booth babes 1 2 3

Back ground provided by Stuck in Customs

PAX Prime 2011 will take place from August 26th to August 28th. – We’ll see you there!

Download

The post PAX East 2011 RECAP | J@N | 3.15.11 first appeared on Jupiter Broadcasting.

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PAX 2010 Wrangle-Up | LOTSO 16 https://original.jupiterbroadcasting.net/2831/pax-2010-wrangle-up-lotso-16/ Fri, 17 Sep 2010 17:31:47 +0000 https://original.jupiterbroadcasting.net/?p=2831 Nearly the entire Jupiter Broadcasting crew attacked PAX equipped with cameras and we got the footage you weren't suppose to see!

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Nearly the entire Jupiter Broadcasting crew attacked PAX equipped with cameras and we got the footage our camera’s weren’t suppose to see!

Watch to see exclusive game play of some of the biggest titles!

PLUS:
The LOTSO crew gives you a full run down of the biggest surprises, craziest booths, bests games, and even the real stinkers of PAX 2010 Prime. It’s Penny Arcade Expo and it’s one of the biggest gaming events of the year.

All that and more on this episode of LOTSO!

Grab one of LOTSO’s feeds to get every release:

Downloads, & Show Notes:

Friday the 24th is going to be a LOTSO Halo Reach LIVE game play EVENT! Join us for a live recording of LOTSO, and fire up your copy of Halo Reach and join us in battle!

Download:

The post PAX 2010 Wrangle-Up | LOTSO 16 first appeared on Jupiter Broadcasting.

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How to Use Demo Record | STOked 44 https://original.jupiterbroadcasting.net/2451/how-to-use-demo-record-stoked-44/ Tue, 27 Jul 2010 06:45:19 +0000 https://original.jupiterbroadcasting.net/?p=2451 Learn how to record every pixel of your Star Trek Online game play! Plus catch the highlights from our live game play event this past weekend, and find out what we have in store for a brand-new mega-twist to our mail segment!

All that and more, in this week’s episode of STOked!

The post How to Use Demo Record | STOked 44 first appeared on Jupiter Broadcasting.

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Learn how to record every pixel of your Star Trek Online game play! Plus catch the highlights from our live game play event this past weekend, and find out what we have in store for a brand-new mega-twist to our mail segment!

All that and more, in this week’s episode of STOked!

Direct Download Links

HD Video | Large Video | iPod Video | MP3 Audio | OGG Video | YouTube

[ad#shownotes]

Our STOked App:

STOked App Grab the STOked iPhone/iPod App and download STOked plus bonus content on the go!

INTRO:

 

     Live gameplay on Tribble

     Math segment on a tool so powerful, we considered not doing a segment about it.

     Explanation on the next step of our mission competition.

 

NEWS:

 

Season 2 will launch Tuesday, July 27th!

              https://forums.startrekonline.com/showthread.php?t=170003

 

Rename your Runabout:

              * New Runabouts can be renamed in the usual manner.

              * Older Runabouts can be renamed using the following command:

                            – /RenameShip “Danube Class Runabout” “U.S.S. Your Ship Name”

l

Sovereign is next on CapnLogan’s revamp radar

              https://forums.startrekonline.com/showthread.php?t=169587

 

This month’s “Ask Cryptic” is up!

              https://forums.startrekonline.com/showthread.php?t=169905

– “Politely and respectfully” … sounds like they’ve been getting flamed out of hand.  Shame on you!

 

Martial Arts becomes viable again on Tribble!

              Power changes:

* Palm Strike/Rifle Butt: Fixed bug that prevented associated Hold from being resisted

* Palm Strike/Rifle Butt: Lowered the base chance of the Hold being triggered from 50% to 10%.

 

MAIL:

 

Keep your mission submissions coming!

 

On next week’s show, we’re going to announce our top picks that will get re-created by the STOked team as an epic tutorial/machinima video.

 

After those picks are made, we’ll be posting a POLL.  The winner of that poll will be the mission we pour the entirety of our fleet resources behind, and get turned into a fan-made STO episode.

 

MATH:

 

Guide for Demo Record – https://docs.google.com/#folders/folder.0.0B6_BVGJrO9vrNGRjMjY0YTUtYjU4NS00M2U5LWExMmItM2VlYmVhNmE4ZDhl

 

Link to EPIC Demo Record thread –

https://forums.startrekonline.com/showthread.php?t=134131

Download:

The post How to Use Demo Record | STOked 44 first appeared on Jupiter Broadcasting.

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STO Respec Guide | STOked S02E08 https://original.jupiterbroadcasting.net/1758/sto-repec-guide-stoked-s02e08/ Tue, 23 Mar 2010 08:27:07 +0000 https://original.jupiterbroadcasting.net/?p=1758 In this quick episode Jeremy breaks down the mechanics are Star Trek Online's character skills system, how you might want to approach respec'ing your character thanks to the latest content update, and a few things to think about for different styles of game play.

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STOked Season 2 Episode 8: In this quick episode Jeremy breaks down the mechanics are Star Trek Online’s character skills system, how you might want to approach respec’ing your character thanks to the latest content update, and a few things to think about for different styles of game play.

Plus! A first look at the new Special Task force mission, “The Cure”!

Direct Download Links

Small | Medium | HD | OGG Video | MP3 | OGG Audio| YouTube

[ad#shownotes]

Our STOked App:

STOked App Grab the STOked iPhone/iPod App and download STOked plus bonus content on the go!
Overview:

Respecs will be available on March 25th!

Live on Tribble NOW, so go try ’em out.

To get started on the Respec process talk to the SKILL TRAINER at the center of Earth Spacedock.  Or if you’d prefer to avoid the crowds, you can also do it on DS9.

Klingons can do it near the battle ring at Q’onos

Costs:

Everyone will get ONE FREE Respec when the system launches on the 25th.
You also are given one free with each promotion (LT to LTC, eg)
NOTE:  Free Respecs DO NOT STACK.  You can only have one free token at a time.

Merit Costs are as follows:
LT = 500
LTC = 
COM = 6,000
CAP = 12,000
RA = 20,000

HOW TO DO IT:

UI Mechanics

Works just like the Skill Window.

Arrows to add/remove points from a skill.
    You have to remove points from high-end skills first, then you can do lower ranks.
    Available / Spent counters update on-the-fly.

Use the “Clear All” button to start over from scratch.

Use the “Reset” button to get back to where you started before opening the retraining UI.

NOTE:  You don’t have to spend all of your points from this interface.  But you DO have to spend enough to be at your current rank.
Build Your Character:

I cannot recommend the STO Skill Builder enough.  There is no better tool on the ‘net:  https://sto-builder.binarybit.ch

You can watch Season 2 Episode 4 for a complete guide to using it:  https://original.jupiterbroadcasting.net/?p=1672

General Tips to Rebuilding Your Character:

SPEND, SPEND, SPEND

With a free respec at each rank, you can go for more “immediate” benefits as you level up, including ship type and weapon type changes.  Go nuts!  Try stuff out!
    If you’re already an Admiral, spend with care and plan ahead.

PLAN AHEAD

Use the character skill builder!  Examine your skills with care, take notes, and invest in what will benefit you most!

DON’T NEGLECT YOUR GROUND SKILLS

So far, both of the high-end STF zones have a large Ground Combat component.  Don’t be a detriment to your team — invest in your skills, and focus on a role/kit that you enjoy playing.

WEAPON TYPES:  BANG FOR YOUR BUCK

Prepare to get MATHED, kiddies:
    I’m going to go on record as encouraging you all to focus on either Phaser or Disruptor energy weapons, and Photon or Quantum projectiles.  The other weapon types simply cost too many SPs per bonus point, an d the secondary bonuses are no better.  Some could actually argue that they are WORSE.

Lieut        LtComm        Comm        Capt        Rear Adm

100sp        200sp          300sp       400sp         500sp     = per rank of bonus
900           1800           2700         3600          4500       = to max bonus
+2per        +1.666        +1.926      +1.444        +1.155    = per 100sp

As you can see, the Commander rank skills are the only ones worth investing in.  LT and LTC are worthwhile because they stack, but COMM/CAPT/RA do not stack.

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The post STO Respec Guide | STOked S02E08 first appeared on Jupiter Broadcasting.

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STOked Season 1 Episode 6 https://original.jupiterbroadcasting.net/1347/stoked-season-1-episode-6/ Tue, 13 Oct 2009 18:43:05 +0000 https://original.jupiterbroadcasting.net/?p=1347 We break down the latest set of screen shots from Star Trek Online, give you the best of the best details from several interviews with dev staff, and we cover the big news regarding Klingon game play.

The post STOked Season 1 Episode 6 first appeared on Jupiter Broadcasting.

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STOked: A Podcast all about Star Trek Online. This week:

We break down the latest set of screen shots from Star Trek Online, give you the best of the best details from several interviews with dev staff, and we cover the big news regarding Klingon game play.

PLUS SO MUCH MORE!

TrekMovie interview w/ Zinc, Oct 7

Dev Chat Transcript, Oct 8

MMOGaming.RU (Russian) interview w/ David Stahl — new screenies

Zinc on Eurogamer (locked Klingons?)

Download on iTunes
OGG Vorbis Feed

The post STOked Season 1 Episode 6 first appeared on Jupiter Broadcasting.

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