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Cody Bye (Page 228)

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Latest Articles by Cody Bye

  • After spending four years with the Ten Ton Hammer network, Tony "RadarX" Jones is moving on. His destination is Tucson, Ariz., where he's taking over the Community Manager position at Sony Online Entertainment's studio, the same studio that released the well-received Pox Nora online miniatures game. In this article, the Ten Ton Hammer staff looks back at Radar's many years with the team, and the many lives he influenced in the process.
    It was on a late September evening a lifetime ago in Internet years (2005), fittingly at an SOE community summit, where I first bumped into Tony. EverQuest 2 was a huge part of our network at that point, and I was looking for someone to take over the site. Through a fuzzy alcohol haze, I discovered that mild-mannered, even-keeled Tony had the knowledge, skill, and especially the sense of humor necessary to be our EQ2 lead.
    • To read the rest of this tribute to Tony, click here!
    Features
    Thu, May 21, 2009
    Cody Bye
  • Character creation is a vital portion of any MMO. Whether you’re just naming your character or – if you’re like Champions Online – specifically customizing every piece of equipment down to the codpiece, it’s incredibly important to nail the player’s sweet spot. One of the most critical elements of the Champions Online creation scenario is the selection of the super hero’s powers and deciding whether they’re dishing out fiery blasts or sucking the life out of their enemies. To help the player’s decide, Ten Ton Hammer has scheduled a number of exclusive interviews with Cryptic Studios’ Bill Roper focusing specifically on the various powers that players can choose from. We started with three “implement-wielding” power sets – Gadgeteering, Munitions, and Archery – and we’ll continue to expand this list as the weeks go on. For now, settle in and enjoy a look at these upcoming powers in Champions Online.
    Ten Ton Hammer: Will players focusing on Munitions powers be able to get bigger guns through power replacements or something like that? Roper: There are power replacers that fall in the Munitions set, there’s actually a large number of them. What happens is that you keep the same power that you have, but you’re augmenting that power based on the item that you’ve found or crafted. And sometimes this means that you’re actually replacing a particular item with the geometry of another item.
    • To read the rest of our Champions Online interview with Bill Roper, click here!
    Features, Interviews
    Sun, May 31, 2009
    Cody Bye
  • Original creations in entertainment are hard to come by in our modern world. It seems like every summer movie season is ruled by box office blockbusters that are merely different visions of old...
    Premium Bonus
    Features
    Mon, Jun 08, 2009
    Cody Bye
  • Few massively multiplayer online games have been as scrutinized as Dungeons and Dragons Online. Based off a legendary intellectual property, many gamers were surprised when features of the game were different than normal MMOs and included highly instanced areas, small servers, and a number of additional quirks that simply weren’t the norm. Fast forward three years, and DDO has come light years from its beginnings. In a recent announcement, the developers at Turbine revealed that DDO would be going free to play, and Ten Ton Hammer quickly got on the phone with the developers – Adam Mersky, Fernando Paiz and Kate Paiz - to get the details.
    Ten Ton Hammer: As a subscriber, I recently received my VIP newsletter discussing all the new features. Are current subscribers going to any sort of additional goodies to kind of ease them into this transition? Or will they just receive the same VIP benefits as the average Joe? Fernando: Yeah, I think it’s safe to say that we’re going to be giving our subscribers some sort of additional liquidity. I don’t know if we want to divulge all the details, but we’ll certainly be doing everything that we can to make our players feel very welcome and to encourage them to try out the store. We don’t want them necessarily reaching for their wallets in the first little bit, so along with the VIP benefits, we’re going to be doing some additional introductory things as the service rolls out.
    • To read the rest of this DDO interview, click here!
    Features, Interviews
    Wed, Jun 10, 2009
    Cody Bye
  • The standard four-color comic book has its essential powers. You need your super-strong individual, a toon that can be acrobatic in some way, a foxy super heroine, and the brash individiaul that wields the book's elemental forces. In our continuing series of power-focused interviews with Cryptic Studio's Bill Roper, the Ten Ton Hammer staff grilled the Champions Online developer on the Ice, Fire, and Electricity power sets. Keep reading to see his answers, including whether or not "Earth" is ever going to be in the elemental set!
    Ten Ton Hammer: What gameplay archetypes do the elemental powers fall into. Are they all ranged DPS oriented? Or are there some powers within Fire, Ice, and Electricity that are more melee-focused, maybe in the DPS or Tank areas? Roper: There's definitely a broad range of powers. There's offensive powers, defensive powers, ranged powers, point-blank AOE powers, and we even do things where you can take certain elemental powers and apply them to weapons. For example, you could have claws that are electrically charged. In this way, you can build a lightning martial artist that has a lightning shield and uses hand-to-hand attacks but has that with lightning powers tied in.
    • To read the rest of this Champions Online interview, click here!
    Features, Interviews
    Mon, Jun 15, 2009
    Cody Bye
  • Hard-working may be an understatement when it comes to Age of Conan's current live development team. Over the last few months, the developers have pushed themselves to reconfigure a game that - at it's release - wasn't what players wanted or expected. But with the upcoming Game Update 5, the folks at Funcom have not only created new content for their player base with the Tarantia Commons, but they've also completely renovated what they're calling the "RPG system" in AoC, among other things. Few games have seen such extensive changes in their histories, so we sat down with AoC's Game Director and Director of Communications, Craig Morrison and Erling Ellingsen, to find out some of the details in GU 5.
    Ten Ton Hammer: How will the revamped itemization of gear effect gameplay for both PvE and PvP gamers when it goes live? Craig: It means that players can now improve their character more through items. When a player finds different items through their gameplay the choices of what to equip now mean more, and offer many more options for customization. Hopefully players enjoy it much more now that the relative merits of different items are clearer and more obvious for them. So far the feedback seems to be positive.
    • To read the rest of this exclusive Age of Conan interview, click here!
    Features, Interviews
    Mon, Jun 29, 2009
    Cody Bye
  • The realm of free-to-play massively multiplayer online gaming has long been a place of undiscovered treasures for Western development teams. Recently, the Ten Ton Hammer team had the outstanding opportunity to go check out Dungeons and Dragons Online Unlimited in a special press tour hosted by Fernando and Kate Paiz. Although the client is still in beta, we received a special "freedom of speech" tour where I can describe to you everything that I saw in the game during my hour long play session. So sit back, grab a cold one, and learn a bit about DDOU with me and the Turbine team.
    Oddly enough, I thought almost all of these items were quite inexpensive considering the convenience that they can bring to the players. When you purchase an item from the store, it instantly appears in your inventory and can be used immediately. So if you're an archer and happened to leave your arrows at home, just pop into the store, spend a few cents, and you're ready to go.
    • To read the rest of our DDOU hands-on preview, click here!
    Features, Previews
    Tue, Jun 30, 2009
    Cody Bye
  • Since MMORPGs became a mainstream medium, players have debated the two primary methods of advancement. Which is better? Is it the level-based system that is so dominate in today's games or the lesser used skill-based system? This has been a strong subject of debate on many forums, blogs, and gaming sites for as long as the genre has existed. This week Cody "Micajah" Bye investigates the two concepts and gathers input from some of the brightest minds in the gaming industry about their thoughts on the two systems of advancement.

    Although MUDs and MOOs had been around for ages, using a variety of different systems derived from popular pen-and-paper RPG systems of their day, Ultima Online really started the modern massive gaming craze. Unlike the persistently popular Dungeons and Dragons, Ultima already had roots in a usage based skill progression system, which many gamers grew to know and love. But when EverQuest was released, it used a level-based character advancement system that focused the majority of a players power on their overall level rather than their skills. This dichotomy has caused quite the stir in MMORPG gamers, and blogs posts in every corner of the internet have brought the argument to their readers.

    • You can read the full story here.
    • Discuss this and more on our forums.
    Features
    Wed, Jul 08, 2009
    Cody Bye
  • For the latest installment of Ten Ton Hammer’s weekly review of the Champions Online power sets, we spoke with Bill Roper about the title’s martial arts themed power sets; Dual Blades,...
    Features, Interviews
    Wed, Jul 08, 2009
    Cody Bye
  • Last week, Ten Ton Hammer’s Cody “Micajah” Bye brought together a panel of developers that explored the two main advancement systems in current MMOs: leveling and skill-based progression paths. Due to the discussion that these questions brought to the forefront, we’re going to supplement the article with a few more answers from the developers at 38 Studios, specifically Lead Game Designer Travis McGeathy. Although he couldn’t talk in depth about the two systems because his game is still in development, McGeathy did weigh in on two of the questions that the Ten Ton Hammer staffers presented to the panel.
    Skill-based systems offer a lot more customization for characters than purely class and level-based ones, but the additional options come at a cost. They not only make the overall game more complex and less accessible, but they can also introduce difficulties in communication between players; a cardinal sin for a community-driven game. Finding other people to play with becomes its own puzzle when looking-for-group messages read like a spreadsheet: "LFG: +300 in hitting things with a stick, +210 in not visibly bruising, and +357 in upsetting monsters"
    • You can read the whole interview by clicking here!
    Features, Interviews
    Thu, Jul 09, 2009
    Cody Bye

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