character creation

Saga of Lucimia brings a new character creator and elemental magic to Release 10

Mark your calendars for June 29th, because on that day Saga of Lucimia is going to turn back on its test server to give a brand-new build of the game a whirl. Release 10 will be run through its paces from then through July 3rd.

The patch will show off some new visual effects that the team has been working on, an option to switch to a third-person point-of-view, new emotes, and more world art. If that’s not enough, Saga of Lucimia is debuting its overhauled character creation system along with the elemental-based magic school.

Check it out after the break and let us know how you think this MMO is shaping up in the comments!

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SCUM shows off pre-alpha character creation footage

Who is better suited to survive a horror-filled island than a bunch of hardened convicts? Running for your life and shooting anything that displeases you probably beats pick-up basketball and weight lifting in the yard.

SCUM’s survival game concept that mixes reality TV and hard-working prison folk got a lot more real this week when the developers showed off the pre-alpha character creation and customization process.

“Creating the character has never been so easy… or complicated, it depends on what you prefer more,” the dev team posted. “Check out the new dev blog video to explore how players will create and tune their inmate turned online star in everything from physique and constitution to mental acuteness and survival instinct. But remember, the character creation process is just the first step, how it will evolve from that point depends on what you do in the game.”

You can watch this humorous 14-minute look at SCUM’s character creation after the break!

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Bless Online Steam reviews climb to ‘mixed’, Neowiz addresses duping bug but doesn’t ban anyone

It doesn’t appear that the second wave of Bless Online sales that began yesterday for the game’s early access launch will top the peak of the early access headstart. Steam Charts is showing yesterday’s peak falling just shy of the weekend’s 34K zenith, with over 20K players in there right now.

What will make Neowiz happy, though, is that Steam reviews have recovered somewhat; while yesterday the game had sunk into the “mostly negative” zone, this morning it was merely “mixed.” (Steam reviews have been buggy this morning and on some games are showing at zero, but we expect that fixed at some point.)

Since Neowiz’s apology yesterday – itself a response to complaints over the game’s lack of endgame content, fleshed-out PvP, and dupe-protection – it’s suffered another round of “urgent maintenance” downtime, closed a server, added a new server, and dropped character creation restrictions on multiple NA and EU servers. It’s also kicked off a new experience and crafting buff event.

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Perfect Ten: MMO features that help players express individuality

When you play a single-player game, you automatically feel quite special and unique. You are, after all, the very centerpiece that the entire game revolves around and caters to. Your ego soars high like the eagles and cannot be tamed.

This all changes when you step into a massively multiplayer environment. Suddenly we’re one of a crowd, a fish swimming among other fish made of the same templates. We’re part of the swarm of Chosen Ones destined to save the world. In that environment, it’s easy to lose that sense of individuality.

Happily, MMORPG designers have long given us ways to differentiate ourselves from the rest of the crowd if we so desire. There are plenty of avenues to express our creativity, inject our own personality and desires, and otherwise reclaim that sense of individuality in these virtual spaces. Today we’re going to march through a list of 10 ways that players can express individuality in their MMOs.

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Wild West Online previews ‘relatively big redesign of the game’ and the PvP system a week after launch

If you suspected, as I did, that Wild West Online might not get much in the way of updates after its bizarrely hasty launch, prepare to be relieved as a new update is on the way to allay those fears. In fact, it’s being called a “relatively big redesign of the game.” What’s going into it? It’s not set in stone yet, but 612 Games has some ideas, and a lot of those ideas are going to appeal to PvE-centric players who don’t really want to get shot.

That begins with the faction system, which is apparently once again the subject of proposed changes. “You will still be fighting for McFarlane or Steele when capturing Towns, but you won’t need to choose your faction on character creation. It’ll be a more fluid system. Town Captures will be balanced – we’re basically borrowing base balancing/gameplay from Battlefield 1 on this,” the studio says. “Players who want to do activities beside PvP will be able to do that relatively safe. […] So basically there’ll be no killing on sight or grieving of players leaving the safety of the towns. All towns will be safe zones unless of course, the town is actively under siege by Factions.”

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Worlds Adrift launches on Steam early access while overseen by actual airship

Floating up out of the drydock of closed beta, Worlds Adrift launched into the bright blue skies of early access today. The airship sandbox drummed up hype for the release with a publicity stunt that involved hauling a batch of players high up into the air over London to try out the game. (The first livestream in the sky? Why not!)

Worlds Adrift is now releasing to Steam Early Access,” Bossa Studios trumpeted. “This means we have opened up additional servers for both US and EU regions, and will release more servers depending on player population. The UI for the character creation screen has been adjusted to make it easier to pick a server to play on.”

With the early access start comes a full wipe and a new build that includes a different layout, additional islands, new clothing items, double the amount of ancient written stories, all-new music, and plenty of bug fixes.

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Exit light, enter Blade & Soul’s Eternal Night update

Today is May 9th. And that is a wonderful, marvelous day if you happen to be a Blade & Soul fan, because it’s the day when NCsoft is dropping its Eternal Night update for players to enjoy.

“The Blade and Soul Eternal Night update brings with it part one of your journey into the new Nightfall Sanctuary raid as you try to stop Chol Mugo from obtaining the Celestial Emperor’s ungodly power for himself. You’ll also descend into a new heroic six-player Dungeon deep in the sands of the Zasteri Badlands, obtain a new Legendary Soul Shield, and a whole lot more!”

In addition to the new group challenges, Blade & Soul is running raid events from now through June 20th. By going through certain quests and daily tasks, players can earn Pristine Astral Oil event tokens to help with your gear upgrades. The MMO also rebalanced its upgrade costs, added an option for simplified combat controls, and improved the level 50 character creation experience.
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Impressions of Sea of Thieves, one month in: Deep-diving retro world PvP

It’s really hard for me to not to gush hard about Sea of Thieves. I know many out there won’t agree, and it’s easy to say why, especially for RPG and theme park fans. It also may be because I’m late to the party, as the game came out while I was at GDC. That being said, Massively OP doesn’t do ratings because we expect the games we cover to evolve, but we do post impressions and hands-on coverage, and as I’ve played the game before and after it’s latest patch, I figure it’s time to lay out some judgments. Don’t worry, we’ll run through the game’s grimy pockets before looking at its actual treasure!

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Impressions of Project Gorgon from an Asheron’s Call player

It’s finally time for me talk about Project Gorgon as a released product. As you might have guessed, I was avoiding the game prior to launch. I’ve spoken out against early access a lot and have realized that, at this point in my gaming/career, playing games I’m passionate too early can be a threat to both work and play. I wanted a relationship with PG, but I didn’t want to rush into anything pre-release. I wanted it as complete as possible.

MJ’s streamed it a bunch of times, including the day before launch. Eliot’s comments from his pre-release CMA feel spot on still post-release. However, as the resident old-man Asheron’s Call fan with a review copy, I think I can add a few comments about how Project Gorgon compares to AC1&2, plus how developer Eric Heimburg’s infused PG in AC-esque ways.

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Camelot Unchained works on trading, the UI, and building code ahead of July’s beta

July 4th is getting closer, which means the Camelot Unchained team is in high gear polishing up the build for the beta that’s finally set to launch come Independence Day. Last week’s dev update was relatively short for the longwinded CSE; there were no player tests this weekend, but the studio discusses its asset decluttering rules, building code, a big UI update, class animations, chat UI, character creation, the trading system, and the trait system. Maybe the most interesting bit (for regular players) is actually the screenshots at the very end of the update on the Dragon Fang scenario.

“The hill we are currently climbing in the assembly of this map, is the creation and placement of these large, SPIKY, rock walls, growing outward from the Place of Power which resides in the center of the map,” explains CSE’s Tyler Rockwell. “All these rocks also need to be very performant so we can have hundreds of players fighting it out in this zone. Next week we’ll try and finish up placing the majority of these assets to show off more of the map in the update!”

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VR-based ARK Park has patched in free locomotion and better tutorials

How’s virtual reality dino land ARK Park doing since its early access launch one month ago? Magic 8 Ball says reply hazy. Steam’s aggregated review score is currently “mixed,” with even even positive reviews admitting the game lacks content and scope, which lines up neatly with our own impressions of the game.

Snail (apparently rightly) believes one of the game’s major problems is the movement system, and it’s just addressed that with what it’s calling a “major update,” which is already being received well by the community.

“One of the biggest issues is locomotion. You wanted free movement so here it is! Our dev team has been working hard on the movement system and now you have the option to choose between teleportation and free locomotion.”

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World of Warcraft: Battle for Azeroth turns on Dark Iron Dwarves and Mag’har for character testing

The first batch of the second wave of allied races are available for testing now on World of Warcraft: Battle for Azeroth’s alpha test. Dark Iron Dwarves and Mag’har Orcs have been added to character creation, which means that if you want an Orc that’s slightly less corrupted or a Dwarf that’s extra-crispy, that’s now an option. And that’s just one of the many changes with the latest build, because of course it is.

Players can also experiment with new ability changes including a significant rework to Arcane Torrent (the Blood Elf racial), more of the Uldir and Warfront sets, and new dungeons to test out. There’s also the miscellaneous elements found in the latest build, of course. We still don’t have an exact date for the beta, but based on all of the things that have been mined, it looks to be growing ever closer all the time.

Source: Wowhead (1, 2, 3, 4, 5)

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PAX East 2018: Catching up on Legends of Aria’s improvements since the last PAX

When I saw Legends of Aria last year, right after it had dropped the Shards Online name and expanded to be a full-fledged MMORPG, it looked pretty good. Not spectacular, perhaps, but it definitely looked like something you could point to and agree that it was ready for the prime time. I was reasonably impressed with what the team had on display in terms of graphics, especially considering the size of the team behind the game.

This year, though, the game is looking significantly better than it did before. Where before I thought it looked good for an indie title, now it’s looking pretty nice for a title, period. And it’s still just as indie as it’s ever been.

Obviously, there isn’t a long stretch of time between what the team discussed at this year’s GDC and PAX East, so most of the talk that MOP’s Andrew had with the team still applies and I won’t rehash that here. The centerpiece of the team’s presence at PAX East was about showing off the game’s improved demo, by which I of course mean “the actual game running on live servers,” because the stuff that was there for the demo stations was also on the live version of the game. Which is, again, to the team’s credit.

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