It’s been over a month now since ArcheAge’s
massive update 3.0 went live, adding oodles of new content to Trion’s
expansive fantasy sandbox. The update, dubbed Revelation
, is indeed monumental: It introduces two new races, the Dwarves and the Warborn—who join the Nuia and Harnya, respectively—and new starting zones for each; two massive new housing zones (one for each continent); new housing and social features such as housing-zone community centers and an overhauled family system; and an absolutely ludicrous number of adjustments and changes to almost all of the game’s existing systems.
On top of all the new content, Revelation also brought another new feature to ArcheAge’s proverbial table: brand-new "fresh start" servers, which are limited to players whose accounts were created on or after December 8th, 2016, and feature a modified version of the in-game cash shop that aims to limit the much-decried pay-to-win aspects of the game.
As someone who has always wanted to like ArcheAge but just couldn’t get past the pay-to-win stigma and the domination of the legacy servers by established players and guilds, I was intrigued by the prospect of starting the game with a blank slate, so I joined the flock of fellow fresh-starters to see if the experience might erase my former misgivings.
Path of Exile
fans, today is the big day: Grinding Gear Games
is officially unveiling your next expansion, dubbed The Fall of Oriath
It turns out that the place your Exile called home before being banished is not only the main setting of this act but is going through some rough times. Even lowbies like yours truly who vaguely recall their origin story can get behind this act. We're going home, dealing with civil unrest, and welcoming back some lost deities with sharp pointy objects or finger-wiggling destruction. And that's literally just the beginning.
Read on for our preview of the expansion from last week's press event, plus brand-new screenshots and the new trailer!
Traditionally, in this Tamriel Infinium column, I have been extremely critical of The Elder Scrolls Online, and I promise you, I'm sure I'll lob criticism at the game in the future too. But I also like to give proper praise to video game developers when they do something extremely right, and that’s the case with Homestead.
My first MMO experience with housing was probably very similar to every other old-school MMO gamer's experience with housing: Ultima Online. But I didn’t really play UO for a very long time, only a month or so. My first real experience was in Star Wars Galaxies. Unfortunately, that game is shut down now, so I can’t show you just how powerful and creatively flexible that housing was. Since then, I’ve experienced housing in a number of different MMOs. I’ve seen EverQuest II, Lord of the Rings Online, WildStar, and of course, Star Wars: The Old Republic.
Although some of these housing systems have elements that I really like, I don’t think any of them reach the level that ESO reaches. And to help illustrate what I mean, I’ve compiled a list of four reasons that Homestead is better than those other MMO housing systems.
Writing about Lord of the Rings Online
is an odd experience for me because the reality is pretty simple: I don't like the game very much. But it's not really the fault of the game itself.
There are, to be fair, a lot of games that I play without liking too much. That's actually not too unusual, even. But there are also a lot of games I play that I am no longer playing but still have something I point to and say, "Yes, this right here, this makes it worth it." The Secret World's ability building and setting are juxtaposed against awkward missions and lackluster combat. The Elder Scrolls Online has a mixture of open and linear elements and a greatly improved combat engine. Star Trek Online has plenty of open stuff in the endgame that almost justifies its incredibly complex opening moments. You get the idea.
But when I look at LOTRO, I see a game that more or less perfectly does what it wants to be doing with only a handful of exceptions. It just doesn't ever make a connection with me whatsoever.
I am no stranger to covering survival sandboxes for Massively OP. I wrestled with dinosaurs before ARK: Survival Evolved was a thing. I got kidnapped and tried to drown myself in a puddle, spent days building a glorified shack before hackers or server admins could destroy them, and got to better understanding of what it's like to be an Asian gamer thanks to Valve's social experiment. There have been some good memories for sure, but the cancelled games, broken promises, and fact that most of the genre is in an infinite non-launch state are just some of the reasons I've been losing faith in online, multiplayer survival games. I love the idea of PvP allowing for meaningful social gameplay, but in reality, I mostly experience only ganking. But without PvP, I generally get so bored of PvE that I run into the arms of a (J)RPG so I can get drama and permadeath in a finished product, often without kids screaming at me to stop moving and just die.
But here I am again: roped into another shot at the genre. I'm looking at pay-to-play Conan Exiles like a launch title, "early access" be damned!
The Elder Scrolls Online's wildly anticipated Homestead patch has rolled out today, introducing housing for the first time for the MMORPG. But it'll be far from a first for the franchise, which has been well-known for its housing systems for over two decades. In today's video installment of Working As Intended, we're taking a trip back through my (often gloriously overmodded) installs of Daggerfall, Morrowind, Oblivion, Skyrim, and then ESO itself to reminisce about just how far the series' housing content has come. Bring your own silt strider!
Massively OP Patron Duane's done the math on what is becoming, more and more, a truly global MMORPG industry. His question for Overthinking this week is a simple one:
"Devs in over 27 countries have released MMOs as of 2017. What country which is NOT your own would most excite you with a future MMO release?"
Now this is an unusual one! I posed his query to the team, and when we're done, we'd love to hear from the rest of you.
You know, if my first exposure to Elves had been in Lord of the Rings Online
, I would probably think that they were the most depressing species in existence because they're basically prepping for the most depressing road trip ever. Maybe for all of the right reasons, but still
For those of you who are even less aware of Middle-Earth as a setting than I, the gist of things is that the time of the Elves is nearly done, and they are soon to journey to the West. This is kind of a natural side-effect of the whole to-do about the eponymous Rings, where the Elves can't stick around without them; I'm not entirely clear on the details, there, but the short version is that this is the close of a cycle for the entirety of the race.
So most of your early stuff is based around the fact that the Elves are not, in fact, going out to party and enjoy themselves while Sauron is on the march. Instead, it's all about preparing for the most depressing road trip of all time.
While it's true that you can see a good share of Marvel Heroes'
mega January 2017 update for yourself on the test server, who could pass up a walkthrough and interview with Brian Waggoner, game designer at Gazillion? Besides, with such a massive change incoming to many of the systems (this may be one of the only times that BIGGEST UPDATE EVER is used legitimately), having a dev on hand to explain various alterations can be a definite plus. I took advantage of the opportunity, so if you haven't had the chance to delve into the test center yourself, be it from lack of time, inclination, or even hard drive space, you can get a peek under the hood here. And then you can jump in and experience it all for yourself on Thursday, January 19th, when Marvel Heroes's
latest update goes live.
If I had to guess which tabletop roleplaying game I was going to associate with Lord of the Rings Online
, I really wouldn't have guessed Call of Cthulhu
. There have been actual
tabletop games associated with this setting, after all. But no, it's that classic that's been in the back of my mind the whole time, which is something of a compliment.
To my surprise, the CE code that I had for the game from back forever ago did, in fact, work just fine, which meant that I started out with a fresh VIP subscription, a mess of coins, and all of the benefits that I otherwise would have unlock directly. Like the class which got selected for me, for example. After a bit of clicking through options, I created my newest incarnation of Ceilarene because why not her and got thrown into the game's opening sequence.
Which all happens a very, very long time ago, but the game doesn't communicate that terribly well. But that's not entirely its fault.
I usually like to bury my opinion behind a bit of measured fact-checking and the weight of opposing opinions, but Elder Scrolls Online hit all the right buttons for me with its new housing system. I have to sing its praises right now. Based on what I've seen on the public test server, Homestead will give us exactly what we are looking for in an MMO housing system.
Here comes the measured part: We won't really know exactly how the system will work in action until it hits live servers. Crafting and the horrid vendor system in ESO will likely make finding specific housing items unnecessarily difficult, but it's possible that it could be balanced by the crafting system and the Crown Store.
Despite some of the unknowns, I do really like what I've seen so far, and I'd like to give you my first impression of the Elder Scrolls Online housing system.
I think it's fair to say that the $15 subscription model just isn't cutting it for MMORPGs anymore. I understand that. The $15 pricetag dates back at least 15 years, and even if we were to factor in inflation alone, the cost of that subscription would be worth about $19 today. Teams creating the content were a lot smaller then, and frankly, players were satisfied with less than perfection. (Think about the number of incomplete MMOs that launched at that time.) There has to be a new way for developers to make more money. There has to be a way for developers to give players what they are looking for and at the same time bring in enough income to support its engineers, producers, and investors.
I believed that Elder Scrolls Online had that system down. The developers created content like the Thieves Guild DLC, then sold that as a package or allowed players to subscribe to get content as it released. Single-player games have done similar for years and have even adapted a type of subscription model with season passes. Unfortunately, it's becoming clear that the DLC with optional subscription just isn't enough, at least for the beancounters at ESO. Like many MMORPGs before it, ESO has now adopted lockboxes, gambleboxes, in the form of Crown Crates.
I've spent some time and more than a few of my own Crowns to attempt to discover how worthy these crates are and if they are actually worth it from a player's perspective -- with an understanding that ESO needs money to continue to thrive as a company.
After some of the major flaws with Knights of the Fallen Empire
, I wasn't expecting much from Star Wars: The Old Republic
's latest expansion Knights of the Eternal Throne
. It was more than clear, given the last two chapters of KOTFE
, that the previous expansion was a setup for the current expansion. In fact, that's probably the biggest flaw for KOTET
: It doesn't stand on its own. However, BioWare
has taken lessons from its previous mistakes and made an expansion that not only is entertaining as a story -- which BioWare has never had a problem with -- but features mechanics that are interesting and a vast improvement over the boring murder-tunnels of the last expansion.
Games ultimately prompt us to ask the question, "Is it worth the money?" I don't have an exact quantifiable measurement for fun had in a game versus its cost, but if we took my typical judgment that one fun hour should equal to one dollar spent, then at the cost of $15 dollars for a month's subscription (which earns you the expansion), it's a steal. I did have a couple of hours of interruptions, but I started playing the expansion when it first launched at 9 a.m until about 3 a.m. last night. I could have given my first impression on the first few chapters of the expansion, but the truth is that I didn't want to stop playing.