Turns out that the explanation was fairly simple. The code was set up to check if a request was within 24 hours and reject it based on that, but the requests really just needed to be in before the usual server downtime. That code has been fixed so that you now must file your request an hour before the downtime starts, but otherwise you’ll be able to progress normally. So now it’ll be easier to get people together for truly massive space battles, followed by taking all of their stuff. Or having your stuff taken, which frankly is just plain rude.
Eliot Lefebvre has been writing on Massively Overpowered since it was created after a long and illustrious career of writing about video games for half a decade on some other site that you might have heard about. He currently pens Wisdom of Nym for Final Fantasy XIV, WoW Factor for World of Warcraft, and the rotating adventures of Choose My Adventure. He also shares writing duties on Perfect Ten and writes some nonsense for What Are You Playing. No photos of him standing next to Abraham Lincoln have surfaced, coincidentally.
Personal blog: Eliot-Lefebvre.com
Has the pace of news moved so quickly that we’ve already forgotten about Brendan “PlayerUnknown” Greene’s statement that video games lack any IP copyright protection? Because that was really ridiculous. Especially since what he was referring to was not actually even remotely related to copyright, but covered something that would be handled via patent. And even that wouldn’t have worked!
Of course, you can’t really blame him. By which I mean you can totally blame him, but it’s a common misconception that turns up time and again. People talk about copyright, trademark, and patent issues in the same general melange of “this company owns this,” and the thing is that they’re related terms and concepts that nevertheless mean very, very different things.
The second installment of Star Citizen’s Calling All Devs is out now, and if you want to see what it’s like when developers sit in workspaces or empty studios and hobnob with one another on Skype video calls, your prayers have been answered. If you want to get a whole lot of information about upcoming game releases, you’re out of luck. The video is 17 minutes long and not exactly filled with densely packed information so much as it’s filled with a solid minute of admiration for a developer’s beard.
To be fair, it is a very large beard.
Unfortunately, the Reddit thread on the video does not have a full summary, but it does provide some idea of what is actually in the video. Ship buying and trading, for example, will both not be in patch 3.1; there’s some discussion in there about how trading will be more based on the in-game contract system rather than just a pop-up UI window. Hotfixes are definitely possible and have already gotten rolled out for 3.0, although there’s no certainty about them. If you would still like to watch the video, we’ve provided it below.
One of the big selling points for Albion Online right out of the gate was the promise of a game that could be played on pretty much any device in the same world. PC, Linux, mobile devices… same thing, across the board. That goal is getting closer to being a reality with the game’s new closed beta on iOS platforms. If you’ve got the game and either an iPad or an iPhone, you can jump in and start playing.
You’ll need to have at least a starter or founder pack to take part in the closed beta, but assuming you do you can log in and, well… play. It’ll have all of the same features and options as the desktop client, it’ll just be on a mobile device. There are some light system requirements in terms of recommendation, so be sure to double-check your device before logging in and reporting bugs. But, you know, do log in and report bugs.
The new housing rules, though, are probably going to make some bigger changes. And they’re changes that we can analyze and speculate about, even though some of them have some potential impacts we just won’t know about until later. So let’s start in, piece by piece, with the question marks and the known quantities.
And I will also be laughing at the frustration of people who screwed the system and are now sad about it.
So, were all of the experience boosts you had in World of Warcraft there to get your character to max level as quickly as possible, or were they there to ensure that you didn’t have to languish in zones where you were going to be leveling through awkwardly anyway? How you answer that question will make a lot of difference in how you see the changes made to the game’s Refer-A-Friend system, which has reduced the massive experience boost from the service from 300% to 50% and removed any stacking with heirlooms. In other words, at this point the biggest boost you can get to experience while leveling is 50% across the board, however you get it.
Considering that a referred character with heirlooms was often used as a quick way for a player to game the system with two accounts under the same person, this is obviously going to impact a portion of the player community. Some players are calling for a reduction in price for the level 100 boost token that also comes free with the Legion boxed expansion, claiming that this is just a way of forcing people to pay more to completely bypass the leveling process in short order. Others are pointing out that this plus the 7.3.5 patch changes means that you and your referred friend can both just enjoy the leveling experience together, moving faster but still being able to see a good chunk of the zone with players who may not be familiar with all of it.
In other and wholly unrelated news, there’s been a round of hotfixes to correct some bugs. Hey, we said it was unrelated.
Remember Rust? It was a survival sandbox and – wait, no, this one was actually one of the first ones! It made people angry because you didn’t get to choose stuff like race or gender or whatever, you just got dropped into the game naked and primed to be axed in the face by some guy. See, it’s different because most games start you with clothes and let you make your character before the face-axing stage. Anyhow, it’s leaving early access on February 8th.
If you thought that this meant the online game was going to be done updating forever… well, for one thing, that’s a heck of a theory you have going there, and for another thing you’re wrong. The shift mostly means that the game is switching to a more monthly update cadence for more stable releases. If you’ve been fond of early builds but wanted to wait for release to really play the game for a while… well, you’ll get your chance soon.
At first glance that’s the sort of obvious question to prompt eye-rolling and derisive smirks. That’s obvious: A trial is just a contained boss fight in a specific arena, while a raid is a mini-dungeon followed by a boss fight! And then you remember that a whole lot of raids, such as all of Deltascape and the last fight of each Alexander wing, don’t actually have any sort of dungeon attachment. So maybe a raid just means that they’re thematically linked… oh, wait, except that we’ve had sequences of trials linked like that with the Warring Triad.
Two difficulty modes? Well, yes, that means they have different names, but not different structures. Oh, let’s also remember that Extreme Primals, much like Alexander and onward, have a largely token-based loot system! Figured out the difference yet? It gets more fun when you remember that raids are technically different from alliance raids. Or that technically, Praetorium might qualify as a raid!
My main character in Final Fantasy XIV is fast approaching a year of total playtime. That isn’t entirely surprising, since she’s been in the game since version 1.0, but that’s still a lot of hours logged into a single character. I fear looking at the playtime stats for some of my older characters in World of Warcraft, to boot. It’s the sort of thing where just looking at it gives me a “holy crap, how long have I played this game” moment.
Most games give you some way of checking how long you’ve played a given character, and of course client services like Steam will often log your overall playtime. That means you can see how long you’ve been farting about. So what about you, readers? How often do you check your MMO playtime? Is it a regular event, or is it just whenever you have a vague curiosity about how many hours have been spent in a particular game?
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This sentence, sentence, sentence, sentence, horse horse horse horse horse. Horse sentence. Sentence horse. This sentence is about horses. Gamblebox. This sentence is about horses. I want to cry and never stop. This sentence is about horses. This sentence is about horses. This sentence is about horses. This sentence is about horses. This sentence is about bees. What are you playing. This sentence is about horses.
Oh, you should probably stop squealing and blinking about the whole new event thing and actually start cleaning up the streets. Those are nightmare creatures. They’re dangerous.
You’ll need a group of 3-5 players of level 10 or above, and once you’ve got that you can talk with the Golden Seraph NPC to start taking on the nightmarish enemies and beating them back. Rewards include several new headpieces and a new vehicle, so you have plenty of reason to smash things until they’re no longer nightmarish dangers striding across the land. They’ll go well with your new decorative tights, if you like. So break your “new event in Champions Online” glass and get to smacking some nightmares.
So it looks like things are not all roses and light behind the scenes for Chronicles of Elyria, as the studio has apparently let several of its team members go. How many? We don’t have an exact number, just a knowledge that the team had apparently doubled in sized and is now notably reduced. Here’s hoping for the best for the people affected by the layoffs.
Other beta news? Perhaps even happier news? Sure thing. We can do that.
- If you missed it, we heard from Camelot Unchained that beta one is finally on its way hastened by a big investment in the development studio helmed by Mark Jacobs. So that is decidedly happier news.
- Early access has started for the MMO side of Life is Feudal! Also happy news if you were hoping for that project to move further along in development.
- Oh yes, Hyper Universe has launched! So that’s another game out of the beta waters and into the launch waters, that’s good news too.
- Would you like to play a lady in Gloria Victis? That’s being prepared now, and the game has already added in treasure hunting. Good news, you can soon represent 50% of humanity in the game!
- Ironsight is… er. We’re looking for something here that isn’t a synonym for “taking aim” here. Ironsight is moving in the direction of beta. Good news, and we managed to avoid that synonym.
- And last but certainly not least, MU Ignition is set to launch on January 23rd after a very brief time in beta. If you like browser-based MMOs, that is good news. Probably.
We can’t promise that our list below is all good news. It’s a list. It organizes entries in list format. But you can still take a look at it, and if something on that list is inaccurate, you can let us know and we can fix it. Is that good news? Maybe!
For those of you who were wondering when Final Fantasy XI started supporting add-ons… it didn’t. The game has never supported add-ons, and using Windower and its associated add-ons is totally not allowed and could get you banned. Except that it won’t, and functionally no one is particularly concerned about it. So you have players who use the software and its various functions to do awesome stuff like turn the game’s interface into the interface from Final Fantasy XIV.
Obviously, it’s not a perfect translation; FFXI is a very menu-driven game and FFXIV is not, there are lots of different mechanics at play, and the hotbars alone are a rather experimental bit of additional coding. But it’s pretty neat to see the older game gussied up to look like its newer cousin. And if you want something to slightly ease the adaptation curve, you could do worse.
This is what add-ons exist to do.