DC Universe™ Online
dcuoscarecrow
John Smedley, SOE's President, announced on Twitter this morning that over 120,000 new players have signed up for their action-RPG MMO DC Universe Online on the PC since the game transitioned to free-to-play Tuesday evening. In the same tweet, he announced that the number of concurrent users logged into the game has increased 300% in that same time, and that they're planning to launch a massive TV and online ad campaign later this month. He did not mention any numbers for PS3 users.

Of course it's not all daisies and roses for players trying to get into the game during this massive spike in activity. Even during non-peak hours, servers are having stability issues and, anecdotally, login queues have thousands of players waiting to get in and play. SOE loves to boast about DCUO's "super servers" that allow all players to all play on the same realm within the game, which has a lot of awesome benefits (like never having to pay to transfer servers and always being able to play with your friends who are online), but hopefully they can resolve these stability issues before too many people run away from the game because of them.

If you haven't already jumped into DC Universe Online, you can download the client for free on the game's official site. Free players have access to almost all of the game's content and character power types, can join guilds, and all that good stuff. You can read full details on what's free and what's not here or read our review from the beginning of this year while you wait in the login queues.

Most of us at PC Gamer US are playing on the Hero side, and since the game's tech allows for all users to play on a single server (alternating between PvE and PvP phases at will), you're guaranteed to be on the same server as us! Send a message to any of the following characters in-game for an invite to the PC Gamer guild, and let us know if you're interested in being an officer!

Coconut Monkey guild contacts:
Alpheias
Jah Glory
Yogitus
DC Universe™ Online
DC Universe Online
If you're reading this, the chances are that you're a) not Batman, but b) would quite like to meet Batman. He is one of the many, many DC characters that you fight alongside in the fast, punchy MMO DC Universe Online, which is now free to play. You can download the client now from the official DC Universe site.

Free players get access to all current missions and areas, a couple of character slots and guild access. Extra mission packs will be available to buy, and as soon as you spend $5 your account gets upgraded to a Premium, which gives you more inventory space, and more wallet room in which to store more riches. You can also pay a $15 a month subscription fee to get access to all the new level packs, 15 character slots and 80 inventory slots.

We quite enjoyed DC Universe Online, but problems with the hacker attacks on Sony's servers earlier this year caused big problems for its burgeoning player base. Check out our DC Universe Online review to find out why it's worth a download.
Champions Online
HalloweenCityofHeroes
Halloween is a time for many things. Candy, costumes, vandalism, paganism - you know, wholesome stuff. But Halloween also has its darker side. That's right: MMORPGs - perhaps the most evil, life-devouring game genre in existence. So clearly, it only makes sense that all of them would... OK, I'm done trying to make sense of this.

For some reason, MMOs take to Halloween like machete-wielding psychopaths to teenagers on camping trips. Why? Who knows? But it's stupidly fun, and you get to punch zombies in a videogame. That, like, almost never happens. Find out what the likes of WoW, Rift, World of Tanks, DC Universe, and many more are up to this Halloween after the break.



World of Warcraft -- WoW's brought back Hallow's End, which lets you "corral orphans" to earn candy currency, which is redeemable for holiday themed rewards. Or, if walking children down alleys isn't up your alley, you can light your opposing faction's Wickerman on fire and then rain on their parade with a hail of stink bombs. I guess the orphans are there to correct the karmic balance of you being such a huge jerk.
Rift -- Rift's going with the tried-and-true tradition of a real-life costume contest. Winners in each of three categories (terrifying, beautiful, and bizarre) will pick up in-game items - including an owl! Also, Trion released this new Halloween-themed trailer, which is basically the best thing.
Lord of the Rings Online -- Harvestmath is in full swing, with Mad Bilbo's Haunted Burrow is leading the charge. You can also win an Autumnfest Steed, which is great, because one can never have too many steeds. The real stars of LoTRO's show, though, are all the player-hosted events, which Turbine has kindly highlighted.
Age of Conan -- Conan's "Nights of Lost Souls" bring two solo quests and one team quest that see you hunting and ultimately having a pleasant tea party with three of the titular Lost Souls. Wait, did I say "tea party"? Silly me. But this is Conan. Honestly, what do you think you end up doing to them?
Champions Online -- This is already a game about running around in silly costumes; it may as well be Halloween year 'round. So Champions is having a real-life pumpkin-carving contest. Winner gets 1,000 promotional points, with second and third placers taking 500 a piece.
DC Universe Online -- The Scarecrow's opened his "dark lair" to all the heroes in DC land. That, er, probably wasn't the greatest idea on his part. You can probably see where this is going: Repeatedly pound the Scarecrow's face into pumpkin mush, collect tokens, and exchange them for Halloween-themed trinkets and style items.
City of Heroes -- Sure, other MMOs celebrate Halloween, but City of Heroes may just trump them all. In addition to a brand new co-op event called Dr. Kane's House of Horrors, there's a two-part (zombie apocalypse and deadly apocalypse) monster invasion event, and good old-fashioned trick-or-treating.
World of Tanks -- For many years, I've petitioned for Party City to add a tank section. Giant, soulless hunks of steel and death, after all, are people too. Until society catches up with my forward-thinking ways, however, we'll just have to make do with WoT's costume contest, which sees players send in images of themselves playing the game while in costume. Winner gets a premium account for an entire year. 
DC Universe™ Online
DC Universe Online
Sony Online Entertainment have told IGN that DC Universe Online is going free to play in October, which is great news for anyone tempted by the prospect of a flashy, accessible superhero RPG that makes excellent use of the world of DC Comics.

It's good news, too, for DC Universe Online players, who have suffered at launch from the hacker attacks that closed Sony Online Entertainment's servers for a while earlier this year. Can the free to play shift reinvigorate the plucky young superhero MMO? Read on for more on the pricing system, and Sony's reasons for making DCUO free to play.

Free players

Access to all current areas and missions
Two character slots
Can join guilds
New game packs purchasable as microtransactions

 
Premium - if you spend, or have ever spent more than $5 in DCUO

More character slots
More invenory space
Can hoard more money

 
Legendary - $14.99 a month subscription

All new level packs included as part of the cost
15 character slots
80 inventory slots

 
IGN asked SOE executive producer Lorin Jameson why they decided to move DC Universe Online to a free to play model.

"In terms of 'Is it a result in a drop in subs' – absolutely not," he said. "This is the right business model. If I can be honest, the game ended up costing a lot more than we thought it would, and this was our preferred business model from day one."

"We are really seeing the benefits of free to play, and we're really liking it. "Needless to say we're paying close attention to it and maybe looking to make some surprise moves a little later."

Though there will be a price attached to new level packs and DLC for free and premium members, SOE say that items that improve character stats will not be for sale. You won't be able to buy the best laser weapon in the universe and then defeat everyone. That's Lex Luthor's job. For a detailed run down of the different pricing tiers, check out the DC Universe Online F2P FAQ.

We reckon DC Universe Online's mix of fast, punchy action and spectacular superhero powers is pretty great. find out why in our DC Universe Online review. If you're thinking of joining next month, be sure to check out the PC Gamer guilds. Swing by our forums to join. Will you be giving DCUO a go?
DC Universe™ Online
dcuostore
Just this morning, SOE pushed a new patch to live servers that adds an in-game cash shop to it's struggling superhero MMO, DC Universe Online. The shop uses the same Station Cash currency that all of SOE's MMOs use, but only two items currenty sit on the store's shelf: consumables to repair your gear or grant extra runs on the Vault, the smash-boxes-to-get-random-loot minigame that players can otherwise only play once every 24 hours. The prices aren't outrageous at $1 for each, with bundles of each at 20% off.

It's no surprise that SOE plans to add more items and services to the cash shop in the future (there's already a Styles section of the store, although it's currently empty). What surprised me, however, is that fan reaction on the forums has been extremely positive. Most of the complaints I've seen so far are people complaining that SOE isn't selling enough items to them for cash. Movement respecs and styles are things that players have demanded most often so far.



As much as I wish that this was an indication that DCUO will be jumping on the free-to-play bandwagon soon, I don't think that it is. The developers have talked about adding a cash shop to DCUO since before the game launched (the shopping cart store icon was even in early pre-launch builds of the game I played). But while they've had it planned for so long, if the cash shop does well, hopefully SOE will consider taking DCUO free-to-play. It'd certainly be a great fit for this excellent MMO that still falls a bit short on worthwhile content.
DC Universe™ Online
DCUOFortressofSolutudeThumbnail
Superman's finally making a scene in DCUO. It's been all about the Bat since launch: all the PvP Legends characters, all of the raids, all of the monthly content updates revolved around the Dark Knight - and now it's time the Man of Steel had his turn.

The fourth major content update, which should hopefully be coming out later this month, introduces the next tier of 8-man raid content, which I had a chance to see in action at E3 today. Braniac's moved on from the Bat Cave and has set up shop in Superman's Fortress of Solitude (which would also make for a great emo band name, if the Man of Steel ever feels like changing professions). The first wing being released in this update has 3 bosses, including the Scorponod-Mk1, a giant robotic scorpion boss returning from the Bat Cave raid with all sorts of new crazy ice-themed enhancements, and Avatar of Meta, a huge monstrosity that dual-wields massive electic whips that could probably knock down skyscrapers without any effort at all. When the Avatar of Meta crashed through the icy wall to ambush our group, I just about Ctrl+Alt+Del'ed my way out of that fight. That's it, guys. We had a good run at this whole "saving the world" thing, but I think we've done about all we can. Let's just save us both the effort and let you go on with eradicating all life on earth with those whips.



Fortunately for mankind, the Man of Steel and General Zod have bigger spines than I do, and stood by our group the entire raid helping us down the baddies as they came in waves. Although he/she wasn't shown, the developers confirmed that one other iconic character would be making an appearance in the raid as well.

Victors will be rewarded with Tier 3 armor, which consists of four different armor sets (one each for Controller, DPS, Tank, and Healer), and is themed after Kryptonian armor, marking the first time yet that a Tier armor set is NOT themed after your mentor chosen at character creation. And although it is not required, it would be very wise for all attempting raiders to have gotten their full set of Tier 2 armor from the Bat Cave raid. This is definitely more challenging, and you won't stand much of a chance without the shiniest of the shiny gear on your shoulders.
DC Universe™ Online
DC Universe Online
DC Universe Online and Everquest players will be pleased to know that all of Sony Online Entertainment's MMOs are back online after the recent hacking incident, which saw thousands of users' credit card details stolen.

The games have been offline for almost a month, but Sony are planning to welcome back players with a series of free rewards, including free game time and in-game items.

MCV have a statement from Sony apologising for the lengthy down time, which was needed to patch up security flaws in the SOE system. Because of the changes, everyone SOE MMO players will have to choose new passwords on login.

"We are pleased to be back online and deeply apologise for the inconvenience caused by the recent data breach and subsequent outage," reads the statement.

"To thank you all for your patience and understanding, we have prepared a Welcome Back Program that includes complimentary identity theft protection, free game time and special in-game items and events."

Here's a list of the free gifts Sony will be dishing out to players of each of their MMOs.

DC Universe Online: Batman and Two-Face Inspired Masks and 30 Marks of Distinction
Free Realms: Free daily items (7 to collect)
Clone Wars Adventures: Count Dooku v2 Outfit
EverQuest: A series of events, including Double XP, Double Rare Mob Spawns and Double Faction Gains
EverQuest II and EverQuest II Extended: A series of events, including Double XP, Double Guild XP, Loot Bonanza, and City Festivals
Vanguard: Saga of Heroes®: A series of Double XP events
Star Wars Galaxies: Bounty Hunter Statue, a miniature model of Boba Fett's ship, the Slave
Magic: The Gathering - Tactics: Four of each of these spells: "Ivory Mask", "Duress" and "Angelheart Vial", plus 500 Station Cash
PoxNora: Limited edition Carrionling, Welcome Back 5K Gold Award Tournaments and two Draft Tournaments, plus 500 Station Cash

 
The recovery of the SEO MMO systems is the first blip of good news in a spate of recent hacker attacks, not least the attack on Eidos and Deus Ex: Human Revolution sites last week. The Sony PlayStation Network is still down.
Portal 2

Gaming classic Wolfenstein 3D turned 19 today. Evan, Chris, and Josh celebrate by talking further about Valve's level design in Portal 2, the future of DC Universe Online, and whether or not PC gaming would be better-off if it had a mascot.

PC Gamer US Podcast 271: Happy Birthday, Mechahitler

Have a question, comment, complaint or observation? Leave a voicemail: 1-877-404-1337 ext 724 or email the mp3 to pcgamerpodcast@gmail.com.

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@logandecker (Logan)
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DC Universe™ Online

In the final part of our interview with DC Universe Online’s Game Director Chris Cao, we ask him about SOE's plans for the game's endgame. You can read the earlier parts of the interview, where Chris talks with us about the UI and modding, animation glitching and developer priorities, the planned monthly content updates, and Power Sets we can expect to see in the future.


PCG: So let's clear up some facts before we get into anything else. There doesn’t seem to be a reward for completing the starred options in group-finder queue.

Chris Cao: That was a total bug. We just put in the fix with the Feb update, but you getting a tier 2 badge if you are doing the Alerts or Duo dailies--you’re actually getting the highest armor badge. If you do a Duo daily, you get 1 tier 2 badge and if you do the alert you get 2 tier 2 badges.

PCG: And that's a one-time-per-day reward?

CC: A one-time daily reward. It lets you slow boat your raid armor. Some of our guys playing here don’t have as much time as others running around in tier 2 batsuits but we are getting up there to start buying our pieces. Even if you can only play with one other person it gives you a route to get that end game armor



PCG: How do raid lock outs work? When do they reset? Are you locked to a single instance?

CC: This is actually something we're adding in the near future: an in-game help resource which will be explaining a lot of things including these things because there are a lot of subtleties that are unique to our game. Actually what's interesting is some of the players don’t understand roles fundamentally because they haven’t played MMOs before. While we do list them and show them the abilities, we need a clear place that goes "OK, here is how this works".

So in the case of the lock out timers (which are actually victory flags), when you look at your UI you'll see that red flag which means you’ve actually taken loot off a boss. Coming up in this update or the next we are going to tell you per instance when you queue for an instance if you have victory flags for bosses in there. Our loot system doesn’t actually lock you out of the instance, it just keeps you from getting loot off a boss. The reason we did that is because we wanted people to group with their friends so you can raid as much as you want per week but you can only get loot off a boss once within a given a week and then it resets. The dailies and the weekly victory flags reset on the cycles so you can do that stuff but you can’t get loot off that given boss.

PC Gamer: I often see readers comparing the amount of content or polish in DCUO to MMOs that have been out for 5+ years already. It's gotta be tempting to go for that quantity approach just so you can say, "Look we have as much content as these other games", right?

Chris Cao: Exactly. I think those games had more . If you're taking about City of Heroes or Champions, its interesting because if you compare it to WoW (which only had 9 classes at the beginning, total)--I don’t often compare game to game but the reason I’m doing it is because they controlled the number of interactions. That’s what made their game fun in the endgame. They presented diverse classes that had different combos, that players could play test and have fun at endgame with. It's never been tempting to me .



Some people may go for the popular side of that choice, but we know that in order to create an endgame that will have robust raiding and awesome pvp, Mark, our lead combat designer, I and a few other people are going to have to play every combination. And so we already have 300 something combinations in-game. If you take our movement types, our weapons types, our power set--that's already a ton, not even counting roles. We did a good job, but we found a few things that didn’t work out. Super strength can do a ton of damage and if you're Bane in the legends system it creates this awesome, kill-the-other guy scenario. Which is another layer upon top of it, but to answer your question, I’m always wanting to go with a quality experience over a quantity experience, because it goes with the content we built in the game.

Ultimately it has to get to an endgame and the games the don’t really have an end-game. We built a game that would be fun to play with your friends for months. There is gear at the end, PvP, the Legends stuff, Collections. There's a bunch of stuff that's fun. But why make the process take longer to have your fun? Yeah, it's , but what's funny is that it's still longer than most action games you play. I think, honestly its funny our reviews are polarized: some are really good, some are really bad. And I think its because people go "OK, I’m going to compare this to the other thing that’s like it". Which is completely natural. But when you do so, you don't just play it and see if you have fun with it. We decided to make MMOs more fun to play moment-to-moment and those are the guns we are going to stick to.



PCG: Another major element of endgame is collecting. But collections haven’t really come into their own yet, because of the lack of auction houses. You've said before that crafting professions don’t make a lot of sense in a superhero world, but do you ever foresee crafting professions being added to the game?

CC: First off, the Broker is going out in the February update so that will help in the collection side--a lot--because people haven’t discovered what cool things there are from collections yet. Collections give you things like temporary pets, unique abilities, superpowers and clickable things that you can get. There's a lot of stuff there and there isn’t a great way to trade them, so its hard to complete those collections.

At the end of the day, MMO guys get into the checklist side of things: I’m an MMO gamer and I see this new game and I go, "OK does this new game have this checklist?" and then I play it and then I complain that its exactly like everything else I play. At the end of the day we changed combat, we changed movement and we changed it to some degree that we still have very classic endgame very classic PvP matches. We have badge hunts and the rest of it. But it’s the interesting that are specific to DCUO.

First, in DC you move quickly, which is the reason collections are so big. If you notice when you stand to them, they are half the height of a character because its hard to see things at the speed that a superhero is moving at. I bring this up, because what I like out of most trade skill systems is the harvesting side of it, not the combining side of it. That hunt and peck for something you do in the universe, we’ve got that. Its not just, hey go out and go pick the same thing to make the same thing. That’s the part we don’t have.

We want you to go look for the stuff, trade with your friends and get cool rewards on the other side by collecting it. I can see putting in there. But there's fundamentally two types of games: Games that have cool harvesting and that’s part of the regular gameplay, and games that have trade skills where they dedicate time to the actual crafting of items--I don’t think that’s ever in DCs future. That isn’t the superhero style.

That doesn’t mean the harvesting side won’t be there or we might not continue to build on our collections. But I think its still gonna be something you can do at your superhero speed in those cases that ultimately get you those rewards. I’d like to see how collections pan out for people. I think ultimately, because they are not making armor repeatedly or making a hat, the hardcore people will go, "This isn’t trade skills!" But at the end of the day what you really want is something else to do besides fighting.

That’s what you're looking for: rather than "trade skills," you're thinking, "Hey what is something else I can do?" Like I said ,downtime is a different kind of fun. Not an end of the fun. It's gotta be something else you can do that's fun that you can do while you're waiting for a queue or your friends. There needs to be something more that you're doing that isn’t necessarily beating on a guy.

We have races and we have this collections and investigations, and we are going to continue to fatten out that side of things as well as add more dudes for you to punch in the head. That's our tactic. I’m not going to say "never," but I think when you go with the MMO checklist, you get locked into the MMO checklist and you don’t look at what it's going to make a great experience based on the game you’ve made.

And the flip side of that it works as the same thing, we are just at the beginning of this game. This game is evolving and what we are talking about at launch is just the tip of the iceberg of what players are going to experience.
DC Universe™ Online
My personal favorite graphic in the game at launch: placeholder rockets!
Today, we talk with DC Universe Online's Game Director Chris Cao about player's issues with the UI and future plans to add mod support, which would let the community solve the problem. You can read the earlier parts of the interview, where Chris talks with us about animation glitching and developer priorities, the planned monthly content updates, and Power Sets we can expect to see in the future.

PCG: Mod support is a great way to let the players' create their own workarounds for UI issues. Are there any plans to add mod support in the future?

Chris Cao: Possibly. We made a decision to not have a modifiable UI because the development side. We already cleaning up some issues with the UI, but the updating the UI on the PS3 is the unfriendliest thing that there can be. So we've had to be really careful with it. What we thought we would do is, "First off, let's launch the game and figure out what works well, then options we have to work with it."

I think that’s a good reason why we split the two platforms. Not the UI specifically, but because sometimes there are things that need to go to one audience that doesn’t need to go to another. That said, there are things we could do that are much more PC-sensible, without necessarily trying to create a disparity between the products. , we want to make sure, that that we're allowing it because we really value it, not just "Hey, the PC guys want to be able to mod their UI," but more, "As a product, how are we going to make DCUO for both audiences? And what can we do to customize it to each one?"



We had discussions internally about allowing modding, but haven’t come to any decision yet. It’s the obvious that a lot of other games allow modding, but they don’t have the same constraints that we do: we have to keep making stuff for both audiences. I don't have a final word on it, but we're watching and seeing what's going to be the most important thing.

I think i some cases even the little things like, we’ve now added support to make it easier to use a keyboard if you have a Bluetooth keyboard for PS3. Quite a few people are using it for text chat, so we’ve said, "OK, for that audience we need to do PS3-specific things to make it easier to communicate there." On the the PC, we’ve done some of the same things to help people have better access to slash commands. Overall, for the customization, we’re going to start off with careful steps to improve the UI, and then look at the other things. I don’t want to say there won't be mods, because these games live for years and obviously more stuff is gonna be added, but we have to be careful that it doesn’t create such a disparity between the services that suddenly the game gets different at a root level.



PCG: Do you think it's possible to keep the two platform versions similar in the long run, with only small deviations along the way?

CC: I think the big deal is that there will be camera and control and UI changes that will be at the forefront of everything as we find what works better . Moving social elements to the Quick Menu is a good example: having a few extra steps of delay whenever you wanted to look at your PDA was clunky. So we moved it to the Quick Menu, because the Quick Menu has become a great place for us to put the things we do repeatedly.

Those types of changes are easier to make because what it comes down to is: if we do anything that starts to affect gameplay balance in PvP or PvE, we have to start balancing the game in two different ways, and that starts to create two different experiences. As soon as I start to imbalance the experience on the PC vs the PS3, one is easier than the other. I think a good example of this is our races. Some people find races easier on the PC than the PS3. We didn’t intend for that to happen, but because of the nature of the race , having a mouse point where you want to go directly is easier, with some movement modes, than controlling the camera independent of movement with a stick .



In those cases that actually diverge, and we have a case where in some ways its easier on the PC than the PS3, we aren’t gonna try to forcefully lock-step them. We're going to take that in stride and do what we can, but we want to be careful of those because we don’t want it to be so radically different that when you're talking to your friend about playing DCUO and he looks at you funny because on the PS3 it was completely different. We still want it to be one universe conceptually, because then its easier to tell the story and keep things going.
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