Dec 11

Summoner Survey Says: Honor Points System

Summoners, how has the new honor system impacted your League of Legends experience, if at all? Has it helped you or others you know become a better person on the Fields of Justice? To what extent has it changed your interactions with other players during a match?

These are the first few questions that come to my mind when I wonder what changes the new honor system might have had on players. I personally feel that the honor implementation caused a slight improvement in the player base. In the beginning, it felt like there was more positive improvement in behavior, but has since returned to normal or stayed slightly improved. It’s almost as if everybody has a new shiny toy and behaves until the brand new scent has dissipated and your left with what’s tossed to the side as a player’s attention moves on.

Have you found yourself or others simply attempting to accrue massive amounts of honor? Even if it’s not what they would normally do? I’m sure there is honor trading going on, but those that are misbehaving normally likely won’t be able to pretend for very long that they’ve turned a leaf and try harder. There’s got to be a few individuals out there that have honestly tried harder to communicate and keep their cool during a match though.

Speaking of honor trading, have you heard of anybody getting a warning for supposedly honor trading? A friend of mine, who I know isn’t the type to blatantly honor trade, actually received a warning from Riot that he should be more careful with his actions in honor rewards. It’s funny though because he claims he doesn’t really even give out honor very often, so he assumes it was reported by another player. I was under the impression that Riot would only look into cases of honor trading based on statistics in honor granted and received. I hope that if a player reported suspicious honor trading activity that Riot would look into it before sending out a warning.

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Dec 11

Do enjoy good crafting systems in MMO’s

You get your first mount around level 19-20 from completing a specific main quest, it was fairly simple but one of the longest quests you would have done up to then as it involved killing some mobs in order to obtain 50 items (or it may have been just kill 50 mobs), after you had completed it you would hand it in to the NPC in which you would then go back to the main city and talk to some other NPC in which you would then receive your mount, I did like the idea that the mounts that you do get are different based on what race you are.

 

From the closed beta that I had played in the level cap was 35 and I ended up stopping about half way through 30 with good reason, one of them being that you only needed to get 30 in the CB to get some permanent poppet pet when the game goes into OB, but for gameplay reasons I just stopped because there was no point at all due to it getting wiped and leveling from 30-35 would take far too long.

 

The game is basically quest based all the way up to 30 (apart from a couple levels where you may need to grind the last bit of exp out) so it’s all smooth sailing and has a nice speed of leveling up so you don’t feel like it will take the next year to get to the next level…that is until you hit 30, the game goes into an epic grind mode and the exp difference to level from 29-30 and 30-31 is massive to the point where it’s practically x4 of the difference, so you’re basically left with no quests and some open dungeon to grind your levels through, luckily there was a lot of people usually going into the dungeon and wanting partys so it made that grinding aspect somewhat more fun, I’m just hoping that come OB/Release they will add much more quests into the game so it doesn’t turn into a grind fest as from what I’m currently aware of the game will increase it’s level cap, so if there’s still no new quests around that time then it’s going to be a major grinding game which I’m sure will be a real turn off to players these days.

 

PvP Note:

I’ll finish off with saying that I hadn’t yet done any PvP on the game, I had only watched a bit during one of the GM events and also watched one of the castle sieges that had went on, but from the looks of it there may be balance changes as for example the Warrior class seems to be somewhat over powered from what people are saying, one of the reasons being that they can keep spamming one of their skills that pretty much has an instant cooldown on the skill and if it is up against a sorcerer that’s in the fire tree (for DPS) then there’s a high chance that the sorcerer will just easily die, which is due to the fact that robe users like sorcs have a much lower defense rating, long channeling times on skills and no skills to really help them kite, it’s also really easy to close in on your opponents if your a melee character and it also doesn’t help the fact that range characters like sorcs really don’t have that much range on their skills, though I will quickly note out that due to the fact that this is all based around level 30-35 pvp and as far as we know this could change/balance out as the cap increases and we get more skills.

So is the game worth your time? the only thing I can say is just give it a shot and see for your self, it wouldn’t be a game that I would recommend to my friends simply due to how basic the gameplay is and it never really got any better, there’s no reason to party up apart from a couple quests pre-30, so what I’ll give is a rating with pro’s and cons.

Now I don’t know if this would be a pro or a con, there’s no real crafting system that involves leveling it up, all you need to do is simply take a manual of the weapon/armour/accessory that you want (you find the manuals from mobs) and the materials needed and then just craft them at the NPC, this kind of system can make some players happy and others unhappy as players do enjoy good crafting systems in MMO’s.

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Dec 11

Dragon Knight online: Is this worth your time?

So since I haven’t really seen any proper detailed review or thoughts on the game that can give people a good idea of what the game basically is, I thought I would do just that to give those people an idea if your still pondering on “is this even worth trying?”.

Character Customization:

The customization is really basic for this game, I was originally hoping it would have more as we come closer to 2013 but I should really start remembering that not all company’s have the funds to make everything as great as possible, leading from customization of characters to the texturing of the game world.So anyway what we have is simply 4 things to work from, 5 selections of faces, 5 hair styles and 3 colours to them, 5 accessory’s and 5 face decorations (which seems to be some random face paint) and lastly you can choose from 3 different colours for your starter armour, also at the top right you can preview your future armours which seems to be an every 10 levels thing into which they change appearance.

Gameplay:

So from what the game really has to offer in terms of PvE so far is all quite basic, it’s simply a pick quest up from y NPC, kill x mobs required for the quest/kill mobs for x item and hand it back to y npc (as you can see in the screenshot at the right hand side of the screen), since the quests wasn’t overly difficult I didn’t really mind doing them too much, what kept me interested to some degree was how you could build your characters skills since there’s 2 trees you can go down and you’re not limited to 1, e.g for the sorcerer it’s more of a Fire tree and an Ice tree (though the skills in each of them arn’t just limited to fire and ice skills only) and in order to unlock the next tier of skills below you would have to spend x amount of points in the tier above first, also from what I’ve heard is that when you fully complete 1 tree you will unlock a new one (may need confirmation but it looks that way anyway).

I did like the idea that you got some AoE skills to play around with when you eventually unlocked them as it made the game more fun to play when you could finally start gathering mobs and just blasting them with AoEs, which of course made the questing faster and grinding for exp much easier as well.

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Dec 11

Hack N Slash MMORPG Devilian Online Debut

Ginno Games and NHN Hangame Korea just launched their new website for their upcoming new Hack N Slash Diablo style like MORPG called Devilian Online. With their recent website and game debut, they have also started recruiting for their first closed beta. It gets better than that because they also released a series of gameplay videos available in 1080p that can be viewed right after the cut. Ever wondered what kind of unique features Devilian Online has to offer? Steparu.com has made a short but detail preview of this game, let’s check it out right now!

 

 

Playable Classes

There are three playable classes the first one called a Warrior that wields two-handers, performs consecutive combos, and has a lot of HP. The developers say that the point of this game is to kill a lot of monsters using the combo system before your character dies. The second playable class is called Sorcerer, utilizing a lot of powerful elemental skills it is the ultimate damage dealing class except it has a very thin paper armor. The last playable class is the Assassin, a very ninja type of character that uses chain katars that can specialize in short and long range attacks. They are planning to add more playable classes in the future but as for the upcoming CBT there will only be three playable classes.

Debut Trailer

Aside from dungeon crawling players will be able to progress through the story line similar to the Diablo series. Devilian Online also offers field dungeons that is similar to normal instanced dungeons. Players will be able to choose the difficulty setting before entering the dungeon such as Easy, Normal, or Hard. The developers say that the game can be solo’ed on the hardest difficulty if the player is very skilled.

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Dec 11

Absolute Force Online Announced Open Beta Date

Net Dragon has announced the open beta for the highly anticipated MMOFPS, Absolute Force Online will begin on December 19th at 5pm PST. Absolute Force Online has eight different realistic and intense game play modes available that will keep a players adrenaline pumping. Whether you are looking for the traditional game play modes like Bomb Mode, Capture the Flag, Zombie Mode, Team Deathmatch, or Squad Mode, AFO has it all. For both Arsenal and Vehicle Modes, which are exclusive to AFO, players are rewarded with better gear for every player killed or recreate your own Apache vs. Mi-24 battles. There are so many options available to players. Players will battle with players from around the globe to become the best of the best. Absolute Force Online is now available to all players and is free-to-play.

Since the successful launch of the closed beta on November 14th, currently there are over 10,000 players enjoying Absolute Force Online. The AFO Development team has been happily overwhelmed with all the feedback from current players. The feedback has been taken seriously and changes will be implemented into the game according to the player’s requests during the open beta. AFO development team is dedicated to continue the improvement of the gaming experience for the AFO community. New content will be available during the open beta including new maps and new weapons for players to enjoy.

During the launch of open beta all previous characters created during closed beta phase will be deleted to ensure that all players start off equally in the game. But characters that are created during the open beta stage will not be deleted once game is fully released.

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Dec 11

RaiderZ – St. Fhannel Monastery Trailer

Following the recent launch of RaiderZ, we’re pleased to share a brand new trailer highlighting St. Fhannel Monastery, one of the monster-hunting MMO’s high-level instances. This multiple wing instance will find veteran hunters banding together to clear this sacred area of an unholy corruption.

“One of my favorite things about RaiderZ is its incredibly unique boss fights,” says Senior Producer Mark Hill. “It’s not unusual to face situations where players can break off limbs from bosses and equip them as weapons or instances that find players dodging and blocking over-the-top air attacks and dangerous grappling moves. But in addition to St. Fhannel Monastery’s deadly guardians, the layout and flow of multi-wing dungeon is also a great example of how RaiderZ manages to push the boundaries of what we’ve come to expect from MMOs.”

In RaiderZ, players must “Hunt Together or Die Alone” if they hope to succeed in battle against Rendel’s most deadly creatures. With its action-oriented combat system, flexible class system, unique and engaging boss encounters, and stunning environments, RaiderZ introduces a change of pace for fans of the genre. The best part: RaiderZ is free-to-play.

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Dec 11

Ragnarok Online 2 Closed Beta Begins

Asiasoft Online has announced the launch of the long-awaited blockbuster MMORPG, Ragnarok Online 2: Legend of the Second, at the Licence2Play 2012 gaming event held at Marina Bay Sands, Singapore.

The launch marks the arrival of the world’s first English service of this unexpected sequel, from the globally-renowned Ragnarok MMORPG franchise, after a long wait. This is also the first time in Asiasoft Online history where a game launch announcement directly precedes the start of Closed Beta Testing, allowing gamers across the region to immediately access the servers to play the game.

The original Ragnarok Online revolves around the heroes with fragments of the powerful Heart of Ymir implanted within them. Now, these heroes follow the path of their forefathers through a world of adventure in this dramatic new 3D MMORPG. Developed by Gravity Co., Ltd. and powered by Gamebryo Engine, Ragnarok Online 2 continues the charming and cheerful original storyline, with familiar, well-loved characters such as the Porings and Peco Pecos, all in a glorious 3D environment.

In addition to vast improvements made to traditional game features such as the Card and Kafra Systems, Ragnarok Online 2 has new game highlights such as the Dual Life System, Social Emotes and the Khara System, all specifically designed for gamers of today. The 3D-rendered gameplay allows players to perform visually stunning in-game actions such as combating and healing, in a smooth and precise way that can rival any MMORPG in the market today.

“We carefully gathered and implemented plenty of feedback from gamers and fans of the franchise during the development of Ragnarok Online 2, and we believe this game will provide the best MMORPG experience for today’s new generation of gamers,” said Jeon, Jin Soo , the CTO of Gravity Co., Ltd. who was present at Licence2Play 2012 to meet and greet with gamers. “We are excited to have Asiasoft Online as our publishing partner in this historical launch and we will continue to work closely with them to provide the best Ragnarok Online 2 service in the region.”

“We at Asiasoft Online believe that Ragnarok is the biggest blockbuster gaming franchise of its time. We wanted no less than to announce Ragnarok Online 2 with a big bang at Licence2Play 2012, and to have it immediately available for all gamers to enjoy,” said Sherman Tan, Chairman of Asiasoft Online. “We are proud to be the first in the world to launch the English service of this title and we are privileged to partner with Gravity Co., Ltd. in our continuous effort to provide the best MMORPG services in the region.”

Ragnarok Online 2 Closed Beta Testing runs from 7th to 12th December 2012, with servers open from 1100hrs to 0200hrs (+8 GMT) daily. Once the game client has been downloaded and installed onto their PCs, gamers can login to the game using their Facebook ID or Asiasoft’s one-stop PlayID.

There is a plethora of exciting activities for gamers to earn exclusive rewards during Closed Beta Testing, and gamers will be given the chance to retain their In-Game Nicknames for the Open Beta, which starts on 27th December 2012.

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Dec 10

Guild Wars 2 Review

You expect to see only fields of grazing deer and idle monsters but when you turn the corner, there’s chaos. Crowds crush together, jumping around and blasting spells and swinging huge weapons. You join in, and though all possibility for any real coordination is lost in the frenzy, a sense of community, of belonging, solidifies as everyone strives to destroy a shared target. In Guild Wars 2, ArenaNet builds these events into every single zone, teasing you to explore by instilling a sense that despite Tyria’s colossal size, another surprise isn’t far away.

There’s no global player versus player combat in main zones where you’ll level up to the 80 cap. Like Turbine’s The Lord of the Rings Online, Guild Wars 2 establishes a friendly, inviting atmosphere by setting everyone on the same path to vanquish a seemingly invincible evil, and effectively removes many of the genre’s tedious restrictions on cooperation. There are no long lines to wait in, no cliques of high level players lording their seniority over the rest, no wristbands required to see the most interesting stuff, everyone can easily take part in the cyclical, world-spanning party.

Anyone who’s played Warhammer Online: Age of Reckoning and Rift should be familiar with the idea of public questing, which ArenaNet utilizes to achieve spectacular effects in Guild Wars 2. More than serving as simply another bit of busywork, the events fill out the fiction of each zone, requiring those present to do things like aid Asuran scientists in a fight against colossal fiery destroyers in a volcano’s superheated stomach or defend a drowsy mountainside shack from rampaging steam-powered creatures. Events are often linked, so what begins as a simple kill quest could eventually turn into a full-on centaur invasion of an otherwise peaceful township, making each task more exciting because it could be lead to some sinister and undiscovered threat.

These events serve as Guild Wars 2’s primary form of quests. They activate in every zone regularly, and at low levels involve kill, escort or collection tasks. While the initial event goals may not be especially memorable, they effectively bind your cause to everyone else’s and set the tone for the rest of the experience. There are no hoops to jump through to participate in an event. You don’t have to group up and make sure everyone’s on the same step. There’s no waiting around for a group that’s already engaged the enemy to finish up so you can beat up the mob when it respawns. Instead, when something happens, you just show up and play.

Need help in Guild Wars 2? Check out IGN’s wiki.In higher level zones the events become more complex in nature, until, in the level 70 through 80 areas, you get zone-wide stories culminating in thrilling climactic encounters in ominous coral-lined battlegrounds. Even before reaching those, the outcomes of events beyond the starting zones gain significance as entire in-game structures can be destroyed and rebuilt, and waypoint travel through contested territory temporarily blocked. These events never seem to cease, making Tyria feel chaotic and vaguely plausible, a place where the forces of good and evil don’t simply wait around for your permission to act.

You get experience and virtual currency for partaking in these roving battle parties regardless of which stage you happened to walk in at. By stripping away restrictions to join and generously blanketing all involved with rewards, ArenaNet provides ample motivation to bunch up and share the storytelling experience as NPCs shout orders and crack jokes while monsters attack. It brings the whole world together so naturally that there’s rarely a lonely moment, and anytime the in-game interface lights up with notifications and you see a big cluster of players, it’s always a joyous event.

One drawback of this system is, though the social experience and spectacle of the bigger event chains can be exhilarating, the gameplay doesn’t really match up. After running an event multiple times and learning the story and its mechanics, the initial sense of wonder melts away, and most are left doing the same old dull skill rotations over and over. Often such a big crowd gathers at an event that it’s easy to get lost in in the fireworks of spell effects and slashing of giant weapons, making it difficult to tell what effect you’re really having in the overall battle. As social storytelling devices the events are brilliant, but in making the experience accessible to all, sophisticated gameplay is sacrificed.

Still need help in Guild Wars 2? You can also check out IGN’s iOS app.Aside from events, the world of Tyria is dotted with quest givers represented by hearts on the world map, and the tasks they offer are more standard MMO fare. There’s still no quest log associated with these NPCs; their demands can be met by simply standing near them and completing specific tasks like rousing lazy workers, mending fences, killing enemies and retrieving artifacts. Compared to the hyperactive pageantry of the event system, the gameplay of the heart tasks feels tedious, despite ArenaNet’s frequent implementation of alternate skill bars to add variety. They’re something to do instead of something worth doing, which even ArenaNet appears to recognize because heart tasks appear nowhere in the post-level 70 zones.

Still, event chains and heart tasks are often built to overlap, so not too much time must be spend taking care of Guild Wars 2’s chores. Better yet, nearly everything in Guild Wars 2 awards experience, from mining to jumping up the sides of mountains to reach vista points to leveling your crafting skills by discovering recipes for stuffed mushrooms and cheese pizza. If someone else in the world is already attacking an enemy, you can attack too and still claim loot and experience. If someone is already mining ore, that doesn’t prevent you from mining it as well. So not only are other players barred from attacking and killing you in the PvE world, they’re prevented from inconveniencing you, which casts off a significant amount of unnecessary tension usually associated with MMO play. You’re constantly showered in positive reinforcement, given items or experience or currency or all three for nearly everything, and yet it never seems excessive to the point where the rewards lose their significance.

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Dec 10

Guild Wars 2: The End Game

Right after creating a character and taking your first steps into Guild Wars 2 you’ll be able to participate in what’s essentially end game content. Player versus player arenas can be accessed at any time to hop into short-duration battles between two teams. Or you could drop into the World versus World system, a large, persistent battlefield where armies from three different servers compete for supremacy. You’ll fight for control of numerous types of structures, from lowly supply camps to heavily defended forts, build siege equipment and take part in battles with huge groups of players.

To solve the problem of power imbalance between low level and high level players all in the same combat space, ArenaNet bumps your character to 80 as soon as you enter into WvW. “If you come in at level two we basically adjust you up to what a level eighty would be like stat-wise,” said Mike Ferguson, systems designer at ArenaNet. “It’s not like most games that have PvP is across wide levels where it’s like ‘Oh, I’m five levels above you, I’m just going to smash you and kill you in one hit.’ We’ve tried to make it so that everyone can feel competitive at the same time but still have that kind of on-going progression. We don’t want is for people to feel like you have to be in level eighty for the real game to start.”

Making this experience comprehensible to a new player has been a challenge for ArenaNet. “We’ve added some things like instructors right when you get into the World versus World maps,” said Ferguson. “As you load in there’s a guy there with a little chalkboard over his head that you can talk to and he explains how the game works. What we’ve seen is people will just hop in and someone will notice they have a commander mark over their head and everyone will go to it like a moth to a flame. Then they’ll start running around with a group there and people will start learning the tactics. And after a couple of hours, people just kind of understand how to play naturally.”

Though there’s a lot of complexity to the skill system, its intricacies might be drowned out by the chaos of huge groups swarming into each other and using superior numbers overwhelm all else. ArenaNet hopes to curb the effectiveness of this ‘zerging’ tactic through a variety of objectives and methods to alter the tide of battle.  “We have so many objectives on every map,” said Ferguson. “Starting out with the supply camps, they can get flipped with one or two people if they’re really good. Or two or three people if you need a little extra help at lower levels. So sure, you can take sixty people and just run across the map like a mindless horde, but you’re only going to be able to take one point at a time. A team that actually coordinates is going to be able to set up siege weapons at choke points and be like ‘Okay, they’re at that keep, let’s just go take everything around that keep’. So zerging is effective but what we’ve seen is zerging is generally the first step of acceptance into the game. It’s the easiest thing for people to understand. You’re just in a big group, you’re running around, don’t really know what’s going on but [you’re] doing stuff. And then you start picking it up.”

According to ArenaNet, setting up things like siege weapons can have a huge effect on battles, so paying attention to the details of WvW play can really pay off. “One of the things we saw coming out of the [beta weekend events] is we were watching all the videos pop up on YouTube and you would see these guys, they would set up two ballistas on top of a wall or on top of like a ledge looking over a big fight and nobody on the ground was actually paying any attention,” said Ferguson. “These guys were up there just cackling and destroying people. A ballista will two-shot somebody in most cases. So within four or five seconds you’re taking down people and if they don’t come after you, you’re just going to sit there and tear them apart. Siege weapons are our equalizer.”

These weapons can also be effective while trying to break into enemy-controlled structures. “You’ve got flame rams, which set up right on the doors. You can stack a couple of those to bring the doors down really quickly, and they also have a secondary skill of a flame burst. The flame burst applies burning to anyone that hits it and it also gives you fear. So if you set the flame ram up, you can hit that flame burst so the fear chases them away and gives you a better chance to kill them and keep them from reinforcing the location. Trebuchets are kind of the opposite. They’re way far away but they can do a lot of damage to walls and gates so you can set two or three up on a ledge and just keep pounding away at a keep. And eventually [the enemy team is] going to run out of supply to keep repairing stuff so you’re going to knock the wall down.”

On the WvW map you won’t fight only players, but also computer-controlled enemies, which ArenaNet feels could be a good way for newcomers terrified by the idea of purchasing and operating siege equipment to get accustomed to the map and flow of gameplay. “The PvE events act as a little bit of a bridge between the normal PvE game and PvP,” said Ferguson. “There are some ambient creatures running around that you can use to level up or gain loot. And there are also mercenary camps. There’s, say, a camp of ogres and you need to help protect them against the harpies, which involves killing the harpies, destroying their nests and things like that. Once you actually befriend them then they’ll send out NPCs, like ogres, to go to the nearby locations so that they can help attack like supply camps or towers and give you extra reinforcement. So if you’re a single player you can go in there and kind of take that camp over and all of a sudden you’ve got like four or five ogre buddies running with and you can go in and take that camp that’s right next to the ogre camp.”

In case the concept of wide open battles bristling with ballista fire and mobs of kill-crazy players is still too intimidating, Guild Wars 2 also offers dungeons throughout the leveling experience in the level 1 – 80 world. Dungeons are playable in either Story or Explorable modes, and picking one adjusts the degree of challenge and the path from beginning to end. When you first find a dungeon, Story is the best mode to play, because with a somewhat organized you should be able to knock out the end boss and reap the rewards. Explorable mode is meant for more advanced players in more coordinated group.

“The vast majority of our fan base can go through Story if they wish to,” said ArenaNet’s Kevin Millard. “It’s easier, not trivial, but it is easier than the Explorable mode. Explorable mode is designed to be extremely difficult. We expect that a small percentage of our fan base will jump into Explorable dungeons.”

Millard explained how that difference in challenge level was designed, in terms of boss encounters in particular. “In story mode, what we’re going for is making the players think and discover a neat strategy. So for example, it might be as simple as when [the boss is] holding his sword above his head, you need to be far away from him. When he’s not holding his sword above his head you need to be close to him. That’d be a very simple boss mechanic that we would use in an early dungeon, or possible for a lesser boss. Another example is there’s the Story dungeon boss that has little wolves all around that you can’t normally fight, and the boss occasionally turns one of the characters into a cat. And you’re stuck as a cat until you hunt down one of the wolves and kill it, and when you do you transform back. So there’s strategy there, being a cat means the boss isn’t hitting you, right? So maybe this is an opportunity to heal up. So we want you to think and have strategy but we don’t want it to be overwhelmingly difficult.”

“When we move onto Explorable, we want to keep that same strategy but we want it to sort of be razor thin. If you don’t do everything in exactly the right order at exactly the right time, you’re going to die. So you need to develop a much tighter group. We expect that if you’re in Explorable you’re communicating with voice communication, you’re probably in a guild together and that you know each other, and this isn’t the first time you’ve gone through this. It is theoretically possible to pick up group through an Explorable. In fact, I assume lots of people will. But you probably need to wait until other groups have pioneered through it, you know, written strategy guides and such.”“Our goal is when you approach especially the major boss fights in the dungeon, we want you to stop and we want you to think.”

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Dec 10

Star Trek Online Features

 

Become part of Star Trek®In Star Trek Online, the Star Trek universe will appear for the first time on a truly massive scale. In this massively multiplayer online game from Cryptic Studios, players can pioneer their own destiny as Captain of a Federation starship. Or, they can become a Klingon Warlord and expand the Empire to the far reaches of the galaxy. Players will have the opportunity to visit iconic locations from the popular Star Trek fiction, reach out to unexplored star systems, and make contact with new alien species. With Episode Missions, every moment spent playing Star Trek Online will feel like a new Star Trek episode in which you are the star. Immerse yourself in the future of the Trek universe as it moves into the 25th century: a time of shifting alliances and new discoveries.

 

Adventure in the Final Frontier

Explore strange new worlds and seek out new life and new civilizations in a vast, expanding universe. Establish contact with new races, discover resources and uncover mysteries that will influence Star Trek’s future. In 2409, Star Trek Online exists in a timeframe beyond even the latest movies, so everything you experience will be brand new, but still based on all the fiction you love.

You Are the Captain

Star Trek Online will be the first AAA MMO to feature space and ground combat at launch. Missions will take you and your friends into the depths of space, across exotic planets, and even inside starships! As the Captain of your very own ship, it’s up to you to lead your crew on missions that span a number of locations. You call the shots, no matter where you are. When you’re in space, you direct the action – be it in the middle of a high-tension battle, where you can maneuver in 3-D space and fire a vast array of weaponry at your enemies, or as you enter warp to explore parts of the galaxy never before documented. On the ground, you lead your away team across exciting terrain, interacting with allies and battling enemies. Every Captain commands five subordinates on the ground, all of which can be directed to act in any manner you choose. Can you lead them safely through dangerous locales?

Total Customization

Using Cryptic’s Total Customization technology, every ship you command can be customized by you, from its color to its construction. Your ship will retain a Star Trek “feel,” but it will also represent your style. What’s more, anyone can create their own species in Star Trek Online, meaning you can tell your own story about how you came to be in the galaxy. Leave your mark on the Star Trek universe!

Built by Veterans with You in Mind

Star Trek Online is being developed by Cryptic Studios, creators of the massively successful City of Heroes and City of Villains. It’s built on the Cryptic Engine, a core technology that means our designers can focus less on a game’s nuts and bolts and more on creating a game that captures Star Trek’s essence, guaranteeing that both longtime fans of Star Trek and people new to the universe will feel at home.

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