If you can pull yourself away from all of that experience, you can also check out the game’s next major update on a stream this Friday, starting at 4:30 p.m. EDT. The stream will cover crafting and regrades in the game’s upcoming Erenor Eternal update, along with a look at some of the gear coming along for the ride. You can even make it a double livestream by opening up two windows with it playing; that won’t actually improve anything, but it probably won’t hurt, either.
Camelot Unchained hopes you’re not tired of the words “living world” because its devs are busy making “major inroads into the tech to support” just that.
“At the start of the month, we began working with our portal tech to allow players to teleport between zones, primarily to make testing easier,” City State’s Tyler Rockwell explains. “However, we delayed more expanded testing of that tech” — chiefly to improve seamless zone transitioning and terrain generation.
The art is worth a peek this week as usual too, particularly the icons. CSE says its expects the “styling and overall UI to change and grow throughout testing,” these armor, weapon, and crafting icons for beta one are ready to roll. Check them out, along with the weekly recap video, down below.
Imagine you’re a hunter. Imagine that for every deer you kill, you take a part of it home with you and keep it in a jar, like that’s a sane thing to do. And imagine that if you collect enough parts, you can velcro them together to make a loyal deer pet of your very own. Your mind just went to a dark place, didn’t it? Sorry about that.
Well, this totally normal activity is programmed into the feature set of Dark and Light, but instead of your stock deer, you can harvest elementals to make your own companion. We wonder how they feel about that, being sentient magical Frankenstein monsters assembled from murdered relatives.
“Newer explorers should steer clear if they happen across a wild one,” the devs advise in a new dev blog, “but more experienced players can kill elementals and harvest them for powerful magical cores. These cores can be used as crafting reagents for high-level items and spells, or, once enough cores have been collected, they can be used to summon a tamed elemental of your very own.”
Ever since the tone-deaf SOE proclamation that nobody wanted to play Uncle Owen in an MMORPG, contrary me has consciously fought that very stupid idea. A whole lot of people wanted to play Uncle Owen, then and now, there and elsewhere. Star Wars Galaxies was a game half full of Uncle Owens. I spent a lot of time literally becoming a moisture farmer as my own form of rebellion. And yet, as I realized while debating with my husband a few weeks ago, the person I really wanted to be was freakin’ Lando. And most MMORPGs don’t allow that either — it’s Luke or GTFO.
Such is the argument made by a recent PC Gamer article, which in its own precious mainstream way argues that “MMOs need to let you be an average Joe” to get out of the clear “creative slump” they’re in.
“With their scale and permanence, MMOs give us the chance to be citizens in a make-believe world we create with the help of our fellow players. When it’s left up to us what kind of role we want to fill in that world, everybody’s immersion benefits from being surrounded by all types of characters with vastly different stories.”
For this week’s Overthinking, I asked the staff to chime in on the concept of Uncle Owen in MMORPGs. Do you play this way? Do you wish you could? And is it the way forward?
The expansion seems to deserve the label, as it’ll add three new ocean-themed zones – Whaleswell Strait, Aegis Island, and Whalesong Harbor – with their concomitant quests and leveling hubs, plus a new housing province and a revamp for the game’s trading system.
Endgame achiever and crafter types can expect to grind their way up the new Ancestral skillset, work through a newly RNG-free equipment crafting advancement system, and push through the overhailed regrade mechanics.
And there’s something for the PvPers too: a pair of open-world battlegrounds. “Possessing a unique PvE focus, players will hold off waves of enemies with not just their skills, but mines and heavy artillery as well,” Trion says. “Upon completion of either tower, players will be rewarded with Honor and materials used to craft the new Erenor-tier equipment.”
H1Z1: King of the Kill has gotten lots of love from Daybreak this week with the release of a brand-new update as teased last month; it includes major improvements for combat, lag, hit registration, line of sight, and shotguns, plus three new points of interest on the Pleasant Valley map.
The update also sees the return of skirmish matches, weekend affairs whose rules switch up on rotation. “The inventory screen and crafting system have also been simplified, resulting in a more accessible and user-friendly experience,” says Daybreak. “The crate screen has also been reworked providing a more streamlined menu, where players can view all of their crates in one place.”
Check out the dev video down below — anybody still playing in with the zombies?
Chronicles of Elyria is continuing its… interesting method of disseminating development information by posting blogs about its “adventure teams” and their work on the project as if they were in a game of their own.
What we can discern is that the team has hired on a new senior client engineer, is working on different types of player animations (such as falling), is crafting a wardrobe system, and is drawing up a huge list of the flora and fauna of the opening region of the game.
Perhaps the most intriguing bit is how Chronicles of Elyria’s tech foundation is coming together: “Already we’ve got Unreal and SpatialOS running in concert, multiple characters running around and animating, entities persisting after logging off (the way OPCs will), colliding with one another without passing through, and server-side authority of location and other data such as character vitality.”
The team also posted a “brief” 32-minute Q&A video that you can watch below!
With all of the hullabaloo going on concerning Ashes of Creation and its Kickstarter campaign, a few bloggers are asking themselves whether or not this is an MMO worth backing, especially if they’ve been burned before by grand promises and poor execution.
“All of this adds up to an enticing package and ought to spark the embers of hope that maybe there will be something new under the sun when it comes to the fantasy MMORPG genre,” The Ancient Gaming Noob wrote. “So why am I not excited about this? Why isn’t this helping me shake off the MMO malaise?”
“I’m not on the hype train by a long shot. Not that I see anything particularly wrong with the game, it’s just way, way too early to even think about commenting on it,” Endgame Viable said.
“Am I going to pony up? Mmmm. Maybe,” mulls Inventory Full. “I’m still thinking about it, although, after reading the Kickstarter page, I’m actually less interested in the game than I was.”
So what about that weather we’re having in Osiris: New Dawn? OK, it’s unlikely that anyone will actually utter that as a conversation starter, but even so, did you know that Osiris has a robust weather system? The team posted a pie chart (the tastiest of all charts) to show the frequency of the five weather types: clear, hazy, dust, storm, and fog.
Last week the sci-fi survival sandbox updated to its 1.116 build, adding in new features such as flares and primitive crafting workstations. It may be the future and all, but who says that stone ovens can’t be useful? For all of the additions, there was one subtraction: The team removed the OMPA robot for some more work.
If this game is your bag, you might be interested to know that there’s an official Discord channel to facilitate conversations and socializing!
The latest SMBC comic is going to have my fellow MMO fans nodding enthusiastically: In response to the first man, who says we need to find the “next big thing” after gamifying work, a second man suggests workifying games — something the author dryly remarks was obviously the catalyst for the first MMORPG.
And I’m not sure he’s wrong at all. A tremendous amount of my MMO gameplay consists of activities I suspect an objective observer would classify as work rather than a game. Unpaid work. The only real difference is that some of it is work I enjoy — like crafting in a sandbox with an immersive and rewarding economy. Quest hubs, though? I’m over that.
How much of your MMORPG play amounts to “work”? Has that changed since you first began playing MMOs?
We’ve covered the majority of the game’s battle content, but there’s still a bit more stuff to cover, and I could probably go into more depth on a few areas if I wanted this to be even longer. But let’s start by covering the content that, arguably, flopped pretty badly on launch, to the point where the whole system got yanked, revised, and returned in a much more tolerable form. Which has its own problems, but hopefully provides a good template moving forward.
Remember kids, only devs can prevent virtual forest fires! And it’s probably a good thing that they do because apparently there are some Ashes of Creation fans who actually want the ability to light acres of in-game property ablaze for… reasons.
The bizarre query to program in firebugs came out of a wild-and-woolly community Q&A session that Intrepid CEO Steven Sharif did yesterday. Sharif fielded all sorts of questions about the game including practical (nodes, progression) and goofy (metal band music, a troll class for trolling).
The session is a little difficult to follow, what with all of the Discord pings and rambling questions from the community, but there are some interesting nuggets of info in it concerning the weather system, wider possibilities for caravans, and the depth of the crafting system. Check it out for yourself below!
If you’ve had a hankering for a multiplayer survival sandbox but want something more elegant than the typical gritty murderfests on offer, take a look at Astroneer. Developer System Era Softworks dubs it “a game of aerospace industry and interplanetary exploration,” and it does include a multiplayer co-op mode, terraforming, vehicles, trade, and crafting.
“Explore and reshape distant worlds! Astroneer is set during a 25th century gold rush where players must explore the frontiers of outer space, risking their lives in harsh environments for the chance of striking it rich. On this adventure, a player’s most useful tool is their ability to shape their world, altering the terrain and extracting valuable resources from planets, and moons. Resources can be traded or crafted into new tools, vehicles, and modules to create everything from massive industrial bases to mobile rover bases.”
The game landed in Steam’s early access program last Christmas but has been steadily patching up; its most recent update is focused on turning the recent overhaul of Astroneer’s research system to make it genuinely fun. It’s still considered in pre-alpha and is currently priced at $19.99, so it’s very much an early access you may want to just add to your wishlist for now. Take a peek at the assets below.