One transmission may be earned every 20 hours of real-world time, and a set of 14 such transmissions can be used for a special event project that rewards 50,000 Dilithium Ore, 500 Fleet Marks, 250 more marks of the player's choice, and a special Admiralty ship. The Advanced version of the queue will also award players with Voth Cybernetic Implants, as always. It's just a little extra push to get console players into the Breach, so we recommend getting ready to start heading in promptly once March 16th rolls around.
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As the man on the ground at PAX East this year (and every year), I bear the brunt of your displeasure if there was something I straight-up did not attend or cover. If you were really hoping to hear about Quake or Mass Effect: Andromeda or Whatever Other Non-MMO Games Were On The Floor I Wasn't Keeping Close Track from me, all I can do is shrug and apologize for disappointing you. I had the appointments I had, and I did the best I could with what I could actually be told.
Of course, this is more about what you were disappointed about that specifically swirled around the soul. Were you disappointed by the lack of an on-hand demo for TERA's console version? The non-presence of DC Universe Online? A dearth of new announcements for Conan Exiles or The Secret World? What were you disappointed to not hear about from PAX East? Were there specific games or studios that you feel didn't offer enough if anything to convention-goers?
I don't really like survival games, typically -- I understand why a lot of people do like them, don't get me wrong, but I don't care for them myself, for a whole forest of reasons. To make a survival game that I want to play, you have to really come at the genre from a side angle, which can be hard to do while retaining the things that people like about the genre.
I was incredibly fortunate to be granted one of the first meetings with Frostkeep Studios and a first look at Rend itself, in a conspiratorial PAX meeting on the second floor of a fish restaurant on the Boston piers. It felt a bit as if I were being shown something that should not be seen, some artifact of great power that had been hidden away from prying eyes. Perhaps that's as it should be.
Big changes for MMOs frequently involve giving up almost as much as you gain. Not so with Legends of Aria, the not-actually-new title from Citadel Studios. Legends of Aria is Shards Online, you see, but it's also not Shards Online. It's everything you liked about Shards Online, but it's also placed into a larger context in which the ideas behind the game can have more space to develop and grow. If you liked the game before, you'll like it now, but if you didn't like the game before, you might think a bit more fondly of it once you see the changes.
The short version is that Legends of Aria has a robust "main" server set up. That means a large-scale map, plenty of things for players to go find, and a variety of different regions with different environmental effects. It is, in other words, a full-scale MMO which you can play as much as you'd like. But it's also a full-scale MMO that allows you to look at what the developers have done and say that you don't like it... and then make your own version of the game server.
We spoke to the folks from Citadel at this year's PAX East. Read on!
I admit to my weakness: Despite years and years of games using it again and again, I still enjoy the simple gameplay benefits of jumping between ledges. I like parkour. Admittedly, I like it in a purely academic sense, as my actual vertical mobility is somewhere between "no" and "hell no," but I like games that allow you to dash hither and yon, springing from wall to wall, running along things, all of that fun stuff.
The pre-alpha build of MMORPG sandbox Chronicles of Elyria on display at PAX East did not feature that. It featured parkour that was more on the level of God of War's process of mantling ledges, jumping between them, and so forth. Still, that's a welcome change from the fact that far too many MMOs don't even grant you that degree of mobility. Even in games that encourage you to move about with jumping puzzles and the like, how many MMOs allow you to actually use your hands to grasp a ladder?
Wanna feel really old? Ultima Online is turning 20 this year. Another year and it can legally drink!
Broadsword is throwing a real-world party for the anniversary event on September 22nd and 23rd in Herndon, Virginia, just outside of Washington, DC. The studio is asking fans to register for the event in order to help it determine the scope of the room rate block required. Admission is free.
Food, guest speakers, an Ultima Online panel, raffle, mixer, BBQ, and trivial contests are all on the agenda.
Anybody thinking of going?
The MMO industry moves along at the speed of information, and sometimes we’re deluged with so much news here at Massively Overpowered that some of it gets backlogged. That’s why there’s The MOP Up: a weekly compilation of smaller MMO stories and videos that you won’t want to miss. Seen any good MMO news? Hit us up through our tips line!
This week we have stories and videos from Heroes and Generals, Faeria, City of Heroes, Lineage M, Armored Warfare, Wakfu, Ark Park, Dauntless, Dark Age of Camelot, Overwatch, Blade and Soul: Table Arena, League of Legends, Strikers Edge, and Final Fantasy XI, all waiting for you after the break!
Much as the team has done with previous PAX East events, Yoshida took both pre-written questions from fans on the show floor and live questions taken directly from the audience in attendance. While there were no huge revelations, there were plenty of tidbits for players to chew on as the game moves along through the remaining months until the launch of the second expansion. And, of course, there's plenty of stuff to speculate about, but isn't there always?
In a word? Timing. When TERA originally launched, it was the middle of the life cycle for the PlayStation 3 and Xbox 360, and neither console was really a perfect match, according to the studio. The PlayStation 4 and Xbox One, on the other hand, are both more powerful systems and systems designed from the ground up to be suited to online connectivity and interaction. The result was that it was the right opportunity for the team to make the port happen, with all of the stars aligning perfectly.
Obviously, sitting with Yoshida meant that I had to ask him a fair number of questions about Stormblood and what's coming with the expansion, but I also had to ask about the last patches of Heavensward and quality-of-life improvements. So there's a lot to chew on, some of which has been rumored before now, some of which has not, and all of which is highly relevant before the game's community Q&A panel takes place at PAX later today.
That's the premise behind suicide ganking, and it wouldn't be EVE if someone didn't turn this most heinous of crimes into a huge player-run event or even an annual tradition. Starting in 2012, the Burn Jita event sees hundreds of players in the Goonswarm Federation alliance flock to EVE's main trade hub system of Jita for a weekend to suicide gank as many industrial ships, freighters, and random passers-by as possible. Burn Jita 4 took place recently, and killboard records estimate the final damage total to be over 750 billion ISK (worth roughly $10,000 to $14,000 via PLEX conversion at current rates). According to the latest economic report, this impressive figure is actually only around 2% of the total ship value destroyed game-wide throughout February.
If you've been following Shroud of the Avatar a while, you know that Portalarium periodically puts on wild telethons for its Twitch viewers, streaming deep-dives into game content, Q&As, and dev antics while attempting to raise money for development. Yesterday's "Spring Telethon" event raised a cool $142,000 from gamers, unlocking in the process a ton of "stretch goal" style in-game rewards for folks who pledged as little as five bucks, from masks and lanterns to fountains and thorn-themed gear.
Alas, the $150K "Mini-Mushroom Psilocybin Monster Pet," which "sends out cloud of spores that makes avatars drunk," didn't make the cut.
The whole telethon is available for viewing on Twitch and below, but we would be remiss not to include the requisite picture of Starr Long dancing too. If you catch only one part of it, hit the part about an hour in when Richard Garriott is discussing critical feedback -- and how not to give it.
Blizzard announced that the 2017 series will contain four additional teams in both regionals and the finals, in part thanks to a dedicated Latin America team and a second Chinese team. Other changes include open signups, additional qualifiers in NA and EU, and a prize pool of $6,000 each.
"The top eight teams will be broadcast live, giving your team the chance to show off epic skills and the audience good reason to cheer on the teams they’re passionate about," the studio said.
If you need a refresher about what went down last year, check out the 2016 World Championship recap after the jump!