Absolver’s received a “major” update this week. It’s masks. No really, it’s crossover masks based on Devolver’s Digital’s other titles. OK, so that’s not really the meat of the patch, but it might be the fluffy highlight.
The game has received mixed reviews on Steam since its launch three weeks ago; critics point to its poor controls, brief PvE storyline, and connectivity issues while praising its excellent combat system and developer responsiveness. Fortunately, some of those problems are meant to be fixed by this patch as the team aims to “correct launch week frustrations“:
“The fixes include updates to online connection stability, server relays in specific territories, save file corruptions and several other tweaks to smooth out reproducible bugs reported by the Absolver community.”
The team states it’s sold 250,000 copies of the game to date; loot system and endgame reward retooling is still on the way. The update trailer is included below.
Have I really not talked about the dungeons of Stormblood
yet? That’s unexpected. Usually I would have mentioned them by now, I talk about these things a lot. Yet here we are and I haven’t really given a deep look at any of the dungeons through the leveling experience up to the top. It is, frankly, a shocking realization, and it’s all the worse that I spent a lot of time thinking (and working on) columns on more esoteric elements of Final Fantasy XIV
before remembering this obvious one.
So let’s correct this now and talk about these dungeons. The level range for things was adjusted after my initial preview, and we have a similar leveling arrangement to how things were in Heavensward, but I honestly like this batch more. Part of it is familiarity, sure, but I remember feeling like the first two dungeons in Heavensward were kind of clunkers even when they were new, compared to really enjoying the heck out of everything in Stormblood. Of course, that doesn’t mean there aren’t high points and low points, but… well, let’s just get to it, yes?
Pretty soon, we’re getting the next tier of anima/zodiac/whatever weapons in Final Fantasy XIV. Every time those show up I find myself thinking that this time, this time I’m going to knuckle down and get this done. And each time a FATE grind kicks things off, and then I’m out. No thank you, see you again next expansion. That instantly and viciously kills my interest in the quest line each time around, and honestly I don’t know why; it’s not that I won’t do FATEs for other purposes, after all.
I’m not unique in this, but it’s also nice to know that I’m not the only one who has similar barriers. I know there are people who clocked out of crafting quests in World of Warcraft: Legion because those quests require dungeon running, and these are people who generally are happy to run dungeons and craft. Putting the two together just felt like orange juice and toothpaste, it seems.
So what about you, readers? What sort of content discourages you from projects in MMOs? Is it always the same sort, or does it depend entirely on the game in question? And is that content stuff you enjoy normally or something you don’t want to do anyhow?
There was a bit of a problem with Lord of the Rings Online’s
first attempt to test its next two dungeons on the test server. Combat music was causing the game to crash, which was most certainly not an intended feature of the design. But now that bug has been fixed, and players can log on to the test server to try out the Dungeons of Naerband and the Court of Seregost
The Dungeons of Naerband (yes, it’s one dungeon) will require a full fellowship, while the Court of Sergost requires a light fellowship. These dungeons are the focus of this weekend’s testing, so the developers are eager for feedback about how the dungeons feel to play and how they’re tuned. If you already tried to jump in once and had issues, you can be assured that those issues should now be fixed, and if you encounter any other problems… well, that’s the point of testing, isn’t it?
Funcom isn’t finished with its Tokyo vacation just yet. The studio still has a lot of content from Kaidan to reincorporate into Secret World Legends
, including next week’s Beyond the Wall update.
According to a livestream on Friday, the developers have reworked this more quests and finally figured out… something to do with the AEGIS system. It’s sounding a lot more like it’s going to be “story-related” rather than a progression system. Also coming with the update is the very welcome mission inventory to help free up some of your limited bag space.
The team said that the rest of Tokyo (Orochi Tower) should come shortly after, followed by the brand-new content that it is planning for later this year. Going forward, Funcom wants to keep pushing out both story and endgame content in its updates.
Ready to go behind Tokyo’s wall in Secret World Legends? Get hyped with the trailer below!
It’s time to get better than you ever thought possible in the latest Revelation Online
patch. Heck, better than it was
possible to get, even; the patch raises the game’s level cap to 79
, allowing you to reach new heights of power even as you push your way through a new dungeon floor in the Mech Citadel on its Scour Dungeon version. There’s also the new Altar of Swords dungeon, the new Azure Dragon Guild tournament, easier soul grid unlocks… lots of nifty stuff, in short.
The patch also contains some fun flying sword mounts for being among the first to clear this new content, so if you’ve got a crew ready to take on these challenges you could be richly rewarded. (If you’d rather fly under your own power, we do still have dragon wings.) Combine that with a 24-hour sale in the game’s store, and you should be able to get at least a few nice rewards for yourself with the patch launch.
It may not be as sexy as a new expansion or class, but sometimes it’s a worthwhile thing for developers to sit down with a determination to polish and shine a game until it feels and plays better better than before.
This is the two-part goal of Diablo III’s Patch 2.6.1 according to the devs: “We wanted each class to have multiple builds with different styles that can play in similar difficulties. […] Secondly, we want to smooth out the overall endgame experience. This means making sure each build plays well in high-density situations and group play.”
To accomplish these tasks, the devs are buffing up some neglected skills and evaluating a whole bunch of player feedback. Some of the specific tune-ups include the Barbarian’s Whirlwind build, improvements to the Necromancer’s Dayntee’s Binding, a better Jade Harvester for the Witch Doctor, and buffs all around for Wizards.
The team said that it has “locked down” the big changes from now on to allow for more polish and testing prior to the patch’s rollout at an undetermined future date.
Destiny 2’s recent PC beta certainly brought out curious players in droves, and MMO bloggers couldn’t help but share their opinions on this next evolution of the sci-fi shooter franchise — even if those opinions weren’t too positive.
“It proved to be a deeply disappointing experience,” Superior Realities said. “Not because of anything wrong with the game, but because the beta offered such a small sliver of it as to be entirely pointless.”
Endgame Viable just doesn’t get it: “I know I’m going to regret this, but: What’s all the hype about? I didn’t hate it, but Destiny 2 looked and played like every other shooter.”
How would you respond to those observations? While you think about it, let’s look past D2: The Mighty Space Ducks to more essays on Elder Scrolls Online, EverQuest II, and the dinosaurs of ARK: Survival Evolved.
The first Destiny 2
raid is out in the wild, ready to challenge and delight players for some time, setting a new bar for difficulty while players – oh, wait, it’s already over? Well, never mind. Yes, the new Leviathan raid has already been beaten by a team from The Legend Himself, a clan on PlayStation 4 with some notable accomplishments under their belt already
. It took about five and a half hours from its release.
In fairness, five and a half hours is about what it took for several prior encounters to be cleared in the original Destiny, so the speed of people pushing for first completion hasn’t changed all that much. You can check out a clip from the end and the official tweet celebrating the clear just below, but be warned that there are some spoilers included. (Seeing as it’s the end of the Leviathan raid, you probably expected that.)
There are new forums for Guild Wars 2
, which means that one of the first development posts can be another reminder that the developers at ArenaNet don’t want to make raids accessible
. Indeed, a new post on the new forums states pretty firmly that there are no plans to make alternative difficulties. Anet’s Crystal Reid suggests that raids are intended to be about “skill.”
“We won’t be adding a different difficulty tier at this time. Raids need to continue to remain the most challenging content in the game, and they aren’t designed to be accessible by everyone from a skill perspective. Could they be more accessible from a ‘finding 9 other players to play with’ side? Sure. That isn’t always an easy problem to solve, and any solution would detract away from the team making more raid content. We’d love to get more content out to you guys faster really.”
The post goes on to address difficulty in the most recent wing, stating that the Mursaat Overseer difficulty is a bit too easy compared to what was planned and the team wants to bring out more raid content more quickly. So that’s good news for everyone who enjoys the raid difficulty and wants to be faced with more punishing mechanics and nerd-herding, and bad news for… well, anyone who really just wants to happily experience the game’s story and has no interest in raiding now or ever regardless of the supposed skill it requires. So not much will change, then.
Everyone wants the Netherlight Crucible in World of Warcraft… in theory. Everyone is supposed to want it. But when it goes live tomorrow, the problem was quite clear due to theorycrafting that not everyone would want it. Several people wouldn’t need or want it at all. So right before it goes live, some last-minute tweaking is taking place to ensure that all powers are closer in-line with one another.
Players are obviously going to have to re-do any theorycrafting math as a result, but the (theoretical) up side is that the Netherlight Crucible will be more balanced and more desirable for everyone. That’s a good thing, right? Because it’s happening regardless, so let’s go with “good thing.” And if you’ve already done all of the math ahead of the patch tomorrow, well… you’re going to have to re-do it. Or just roll the dice and not care too much, whichever.
Yesterday, we touched on the controversy brewing in Destiny 2, where Bungie has begun selling one-use consumables dubbed shaders (akin to dyes) – items that were free in the original game. Now the studio’s responded to the criticism.
“Shaders are earned through gameplay: leveling, chests, engrams, vendors. We expect you’ll be flush w/ Shaders as you continue to play,” Bungie’s Luke Smith tweeted. “When you reach level 20, Shaders will drop more often: vendor rewards, destination play and endgame activities. Shaders are now an ongoing reward for playing. Customization will inspire gameplay. Each planet has unique armor and Shader rewards. With D2, we want statements like ‘I want to run the Raid, Trials, or go back to Titan to get more of its Shader’ to be possible.”
There are worse responses, I suppose. ¯\_(ツ)_/¯
What else is going on in the world of Destiny since its launch? Oh, nothing much. Just a patch for the promised clan progression features and confirmation that the first DLC will indeed bear the “Curse of Osiris” title — that last last bit thanks to the Xbox Store:
Good luck with the next dungeon arriving in TERA
on September 12th. You’ll need it, because the new Demon’s Wheel dungeon is all about luck
. Seriously. You’ll be heading in to deal with the bosses after you find out that people are gambling away everything, and in order to deal with the bosses you’ll fight them… with gambling.
Bandersnatch sends out explosions that require players to know his patterns ahead of time, something that can be determined by talking to the residents of the shantytown for hints. Demoros, meanwhile, is not a boss you can kill; you have to beat him by rolling the dice and collecting coins that rain from above. The dungeon is available for players above item level 423, so get ready to take a chance and hope luck is on your side when you face the new dungeon next week.