Archive for category MAG – Massive Action Game
It looks like Sony will be shutting down the servers for MAG and SOCOM according to the following post on the PlayStation Twitter account.
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Developer Zipper has released some macro-level player statistics for MAG (Massive Action Game), which just celebrated its first anniversary. The stats are rather fun: Players have put in over 5200 years’ worth of time into playing the game; 100,000 people have put more than 100 hours each into the game; and nearly as many people have achieved “veteran status” or are qualified to do so (which means that they have hit the level cap). Also, Zipper has announced that they will post a new patch, v2.11, next month, which promises “new optimizations and refinements.” Let’s hope that they will have finally hammered out the last niggling freezing bugs in Domination and Acquisition. Read the entire list of Zipper’s posted stats below.
Happy birthday MAG! Zipper has announced some special events in honor of MAG’s Jan. 26 first year anniversary. For four days, from Jan. 26 to Jan. 30, 2011, all XP bonuses (both happy hour and queue bonuses) will be increased to 256%. Also, MAG’s flagship modes, Domination (256 players) and Acquisition (128 players), will go faction-neutral during this time period. Clearly the odd change to neutral Acquisition maps for several hours yesterday, which we reported, was preparation for the upcoming event.
Furthermore, on Jan. 26 from 10 am – 5 pm PST, Zipper developers will be playing MAG, so hop online and kill some devs! The developers will also be posting special blog updates throughout the week with game statistics, secrets, and other articles.
Why don’t we all do Valor a favor and vet over there? You’ll level up fast, and you won’t be stuck defending Elk Bay in Acquisition for a few days. Or do Zipper a favor and buy one of the secondary character slots. If you do that, keep in mind that you are actually “renting” the slot for 0.99 USD/mo. (I didn’t realize that at first: I thought I bought the slot for my $0.99, but it turns out that PSN automatically auto-drafts that sum every month.)
In Zipper’s Massive Action Game (MAG), the Acquisition gameplay mode unexpectedly went faction-neutral today, just as Sabotage did a few months ago. That is, rather that having armies defending only their “home” maps, armies defend and attack Acquisition mode maps totally at random. Zipper hasn’t made an official announcement yet about this development, so it’s still unclear whether Zipper is just testing Acquisition neutrality or whether they’ve decided to change it to this system permanently.
What do you think about map neutrality in MAG? Sabotage neutrality seems to me like a failed experiment to address the complaints of imbalanced maps. I’d prefer that Acquisition not follow suit. (Though it is clear to most everyone that Valor’s Acquisition map is the hardest map in the game to defend.)
Update: Zipper has ended the experiment, and Acquisition is back to normal. But for how long? Zipper still hasn’t told us why they changed the mode for several hours. Surely this presages changes to come for MAG.
Today, 7 December 2010, Zipper releases the 2.10 patch for their massively multiplayer first-person shooter MAG. The new patch includes some exciting features that are designed both to increase the longevity of the product (which relies on many players connected at the same time) as well as to make the experience more accessible to new players. The two biggest changes are a new “Multiqueue” mode, which when selected directs the user to the game that’s closest to launching in order to get into battle as quickly as possible. The second major change is that “currency points” (CP) post-game bonuses will be dramatically increased. CP are used to purchase weapons and gear, so this change will allow new players to acquire better gear faster. Check out the full list of new features in the next tab.
If you haven’t stuck MAG in your disc drive for a while, especially since the MAG 2.0 release a few months ago, I encourage you to give it a go. If you’re frustrated with a game that has vastly differential support for the various consoles, why not play one that was designed from the ground-up for the sort of infrastructure that our beloved console alone provides?
December 7, 2010 | 50MB (TPPS), 132 MB (DLS)
- Implemented “Multiqueue” functionality to allow users to queue up for multiple game modes simultaneously
- Added “Multiqueue” XP bonus modifier that increases as more modes are selected
- Increased XP to CP-earned ratio to 1.5 CP for every 1 XP
- Reduced price of Medical Kits to 500 CP from 800 CP
- Teammates can no longer prevent you from repairing vehicles and objectives when in your line of sight
- Shortened cooldown times between leadership FRAGOs to 2 seconds from 10 seconds
- Added “friendly fire” modifier so that allies never receive more than 50% damage when hit by a friendly vehicle
- Improved item-swap speed
- Decreased effectiveness of “Marksman Recoil Stability” and “Marksman Steady Aim” skills
- Improved effectiveness of First Aid Kit and Medical Kit skills, “Self Heal Speed” and “Heal Recharge Rate”
- Increased effectiveness of “Improved Smoke Screen Rate” skill
- Slightly widened knife-swing arc
- Enemy vehicles now show damage bar when “attacking” them with a repair kit
- Slight presentational modifications to the “Character B” and “Character C slots”
- Correct text now displays in the Armory when viewing the SVER Hazard helmet
- Acquisition Escort vehicles now have unique models for each faction
- Improved mine-laying animation
- Removed “Directives” button from the “Deploy” menu
- Added “Multiqueue” button to the “Deploy” menu and sidebar areas
- Added feature that allows users to take in-game screenshots via XMB Photo menu (1280×720)
- Reduced chances of being randomly dropped from a “Clan Deploy” game
- Fixed an assortment of menu-related lock-ups
- “Clan Deploy” performance updates
- Minor server performance enhancements
- Fixed typo in “Chest Candy” trophy
- Various localization updates