Let me make an agreement with you, dear readers: this column about Final Fantasy XIV
will not talk about the housing situation in Shirogane at all. If you’re wondering “why wouldn’t you cover that,” the answer is that I already did and you can read the whole feature on that
. (You can also read the follow-up
.) So for the remainder of this column, we’re going to talk about all of the other features of this particular patch, which seems like a better use of our time anyway.
Heck, the whole stupid housing mess was only released with this patch, it’s not like the mechanics or anything are new.
And hey, there’s some good stuff going on with this patch, along with parts that are well worth discussing for where they don’t work as well. So let’s dive right in, starting with the obvious centerpiece of every patch, the continued expansion of the game’s storyline… as perfunctory as it may feel sometimes. Some mild spoilers are possible, so be fairly warned.
You’ve probably heard by now that EVE Online
is giving its free-to-play alpha clone characters a massive boost in power in December about a month after the launch of the Lifeblood
expansion. The news has been spreading through the gaming media
since it was announced last week at EVE Vegas 2017
and the reception online has been generally positive. Some existing players are worried that the change might even be too
generous, with fears that veteran players may let their subscriptions lapse and play for free, or that the new skills might be abused to create an endless army of ganking alts.
There’s no doubt that the changes will help to close the power gap between subscribers and free players and will open up new avenues of gameplay. Free players will finally be able to fly tech 1 battlecruisers and even battleships, and cross-training for multiple races will unlock multi-faction ships such as the Sisters of EVE exploration ships. Alpha clone players will also finally be able to use tech 2 weapons and fly many of the ship setups flown in massive nullsec wars, though the way that the new skill limit is being implemented may actually benefit old and returning players more than new ones.
In this edition of EVE Evolved, I dig into the free-to-play changes, briefly examine the power gap between free and subscribed players, and look at who will benefit most from the change.
At the beginning of 2017, it seemed as though a mini-renaissance was brewing for Lord of the Rings Online
. Standing Stone Games broke away from the sinking ship that was Turbine and offered a fresh start of sorts for the long-running MMO. We were coming to a head with the game’s story and a return to large-scale expansions was confirmed with the news of Mordor
Reality and hopes don’t always get along, and while 2017 hasn’t always been the kindest to LOTRO, it hasn’t been a crushing disappointment either. The more I’ve been looking at the state of the game, reading the forums, playing it, and covering news, the more I’ve felt the need to grade how the game is doing in the right here and now.
So why not? It’s school season, so let’s embrace the academic spirit and assign some marks to LOTRO’s operation and state. Agree with these grades? Disagree? Get out your quill and scratch your own thoughts down there in the comments!
Last week, MOP’s Justin (friend to man and beast alike) posted his list of MMOs he would recommend people play. It was a pretty good list! It wasn’t the list I would have written, but that’s why we’re separate people and not a single fused mass pulling ourselves along on withered, inhuman appendages. That would cause lots of problems in our respective marriages, for one thing. Also, it’d probably render us ineligible to collect multiple paychecks.
One thing I did not ask, however, was why he didn’t include World of Warcraft as a game he would recommend, even though some of our readers wondered it aloud. I would think that the reason for that would be pretty obvious, given that it was a list of Justin’s recommendations. But because I do love being contrary, there’s a good list of reasons why no one, ever, should recommend World of Warcraft as a game to be tried. Under any circumstances. Let’s even make it a nice round dozen reasons… but then subtract two, for no good reason.
I feel like making a bold statement today, so here it goes: Destiny 2’s soundtrack is far and away better than its predecessor — and I include any of the DLC’s music as well.
Oh, I didn’t dislike Destiny’s OST overall, but aside from a handful of noteworthy pieces, it wasn’t much more than sound and fury to me. Destiny 2, on the other hand, boasts meticulously crafted tunes that span an emotional spectrum of excitement, contentment, uncertainty, struggle, defeat, and victory across its rather expansive album. It was a delight to listen through the 44 tracks that make up the launch album and a struggle to choose just six of my favorite pieces to share.
The score was handled by a team of composers, including Michael Salvatori, Skye Lewin, Rotem Moav, Pieter Schlosser, and C. Paul Johnson. I truly hope that the game’s popularity spurs players to pick it up and hear some excellent video game music on its own. Let’s listen through a sample of what this OST has to offer!
Today, when I talk about the balance of a class, I hope you’ll understand that I come from the perspective of a PvEer and raider. I also have a tendency to favor classes that are a little bit more difficult to play. So when I say that I take issue with some of the changes that Star Wars: The Old Republic
has made with Update 5.5, understand that I already believe that my favored class is starting from a disadvantage.
Update 5.5 was supposed to bring the classes into a kind of balance. To understand what balance is about in SWTOR, we will have to go back to a post that Eric Musco made back in June of this year. In it, he details the target markers for each of the different types of DPS without giving specific numbers as to what those targets are. Musco quotes the BioWare combat team: “The deeper reason for a ‘buff’ or a ‘nerf’ lies in a Discipline’s ability to perform at their target DPS.” I will be referring back to this post as I talk about the class that I favor the most: Marauder.
So let’s dive into the deep end.
Patch 4.1 arrived in Final Fantasy XIV
, and the Shirogane housing rush came and went exactly how everyone familiar with the game had been expecting for months on end. The plots available sold out in a matter of minutes, the people who were lucky enough to get in ahead of the queues were the ones who got new houses, and everyone else was left to rant and rave. Frankly, it all worked great, technically speaking; there were no sudden disconnections, no horrid lag spikes, no zone crashes, nothing. Everything worked exactly as it was supposed to and nothing broke, which means that by definition, nothing went wrong.
Well, unless you count shining a harsh light on the game’s horribly misguided housing design as “something going wrong.”
A lot of discussions about this seem to be missing the point. It’s not that what happened with Shirogane housing was a disaster; it was a model of efficiency and the game working as intended. Calling it a disaster is mischaracterizing the situation, making it seem like something didn’t work, when the real problem is an underlying issue of an open-world housing system that completely fails to adequately serve the needs of players.
Welcome along to Guild Chat, the column through which readers in need can source some solid advice to help them solve their guild-related issues. This time, an anonymous reader is wondering how to approach returning to a guild after being offline for some time. The submission asks for our tips on rejoining a once-friendly guild that was the reader’s in-game home before she took a long break from her MMO of choice. While she enjoyed the vast majority of her time spent with her guild, it was in part because of some tension in the guild that she fell out of love with the MMO for a while. Now that she’s back, our anonymous reader is wondering whether or not to accept the guild invite that winged its way to her when she logged back in, and if so, how to reintegrate with her old guildmates.
Read below for the full submission and my thoughts on coming back to a guild after a long hiatus.
Here we are, folks, staring down the barrel of the latest major patch. If you’re feeling a minor set of trepidation simply because that means it’s time to contend with Final Fantasy XIV
housing and all the racing that implies… well, I’m right there with you. But hey, however that turns out tomorrow morning, there’s new stuff to do in the actual patch, and I always do like to pick apart the patch notes when the time rolls around.
The notes are as extensive as ever, of course, so I’m going to be hitting the highlights rather than going line-by-line. The patch as a whole does feel a little bit thinner, but there are some pretty notable changes tucked in there that you either didn’t notice or did notice and might not have internalized. So let’s take a trip down patch note lane.
While the heady days of Ultima Online’s dominant position over the industry are long gone, the MMORPG continues to operate and expand, and many players have fond memories of the unique experience that game offered. In fact, some titles like Legends of Aria and (obviously) Shroud of the Avatar are doing their best to claim the unofficial title of “Ultima Online spiritual successor” in the hopes of reuniting veteran MMO players with the special qualities that made this game great.
These aren’t the first games to try to grasp the holy grail of an Ultima Online sequel. There were actually two such projects that went into heavy production in the late 1990s and early 2000s — both ending with premature cancellation and frustration on the part of developers and fans.
The second of these, Ultima X Odyssey, I covered a while back. Today, we’re going to take a look at the first MMO that attempted to mix the Ultima Online formula with a few new twists. Ultima Worlds Online Origin might not be as well-known (or as well-titled), but its history is just as fascinating as UXO’s.
Spurred on by my excitement for Guild Wars 2
‘s second expansion, Path of Fire
, I reached out to ArenaNet
shortly before release to secure a post-launch interview to ensure all my most burning questions could be answered. I drafted my questions not long after launch, and while I most definitely wished to discover whether the initial launch hiccups affected the immediate uptake of the expansion, beyond that I sought more information on the development of such a decisively different expansion than Heart of Thorns
This launch diary installment will share ArenaNet’s responses to my PoF questions: Mounts, elite specializations, and the new maps were huge topics of discussion aside from the more general launch and development questions I had. Read on!
First, if you’re hoping this is going to be an article hating on server merges and declaring them the ruination of an MMO community, then prepare for disappointment. I believe that server merges when done correctly are more beneficial to the health of a game than attempting to over segregate the playerbase. In fact, if I haven’t written about it here, I have mentioned multiple times in other forums that I think a single-server is probably one of the best things to happen to MMOs. EVE Online
and Champions Online
were a couple of the first MMOs to embrace this idea, and I know I’ve applauded them for it.
Although Star Wars: The Old Republic isn’t going down to one single server for its whole game, it is greatly reducing the number of servers. On November 8th, BioWare will reduce the servers to one server for each of the major English-speaking regions: US West Coast, US East Coast, and Europe. Then one server for each of the other languages represented in the game: French and German.
Surprisingly, most of the community is reacting positively to the idea of combining the servers. While the studio hasn’t actually used the term “server merge,” it’s been clear that everyone’s being moved into combined servers once again. However, there is one hold-out community that takes issue with how the merges are being handled. There are pros and cons, and there is really no way to combine servers without someone losing something, but the hope is that the overall gain will outweigh the losses.
If you have ever visited the MMORPG subreddit, you probably know that one of the most frequent posts that pop up are ones asking the community for recommendations. These are players who have left a full-time game and are now fishing around for a substitute, or those who have “played them all” and are hoping that some undiscovered gem exists, or are having a difficult time finding a good game match for their preferred playstyle.
I am often leery about tossing out blanket recommendations because it’s far better to get to know a player, his or her game history, and the type of game sought before giving my opinion. But if you were to put a fish cannon to my head and threatened me with rapid-codding, I think I would be generally OK promoting the following 10 MMORPGs to most players, sight unseen.
These are MMOs that have earned my personal recommendation and are the titles that I tend to promote the most. Here we go!