Expanshalones are standalone expansions, expansions for which a base game is not required (but not because it’s been bundled with said base game). Classic Guild Wars is particularly well-known for this campaign-style update.
Path of Exile’s Prophecy League is in full swing, and devs have utilized player feedback to put together this week’s 2.3.1 update. The Prophecy-specific changes players can look forward to include a reduction of backtracking at end-game to lower-level maps to complete prophecies, lowered sealing costs for fabled and fabled unique prophecies, and new prophecies. To compensate for removing some prophecies, Grinding Gear Games bumped up the rewards rate on the more valuable prophecies by 20%.
Devs also offered a few hints for players: To finish “The Corrupt” prophecy, they write “the trick is to put a Vaal Fragment into the map device. Likewise ‘A Regal Death’ can be completed with some map bosses or Atziri. In addition, it’s pretty easy to just kill Daresso from the waypoint for the free Regal Orb.” Additionally, the “Vaal Hidden Pathways” prophecy will always trigger if players enter an area that can support a side area, removing the random chance aspect.
The update also includes other changes and bug fixes; for full details, check out the dev post. Then be on the lookout for full patch notes later in the week that will unveil all the non-Prophecy League changes.
The MMO industry moves along at the speed of information, and sometimes we’re deluged with so much news here at Massively Overpowered that some of it gets backlogged. That’s why there’s The MOP Up: a weekly compilation of smaller MMO stories and videos that you won’t want to miss. Seen any good MMO news? Hit us up through our tips line!
This week, EverQuest is in the throes of a “Hardcore Heritage” event, featuring much more difficult versions of Clan Crushbone and Permafrost Caverns for high-level players. “Classic zones, tougher challenges, better loot,” Daybreak explains, just in case you were wondering why adventurers were loaning their corpses to this crusade.
We’ve got plenty of other news tidbits for you after the jump, including patches, MMOs in testing, videos, and more!
Path of Exile’s
new Prophecy League just started up, and although MassivelyOP’s MJ was at first hesitant to start over for leagues, she’s come to love them. She’s diving into this new one with its random prophecies that will add a different dimension to the game. One thing, however, will remain the same: She’ll maintain her Witchy ways! Join us live at 8:00 p.m. for this first foray into fortune telling.
What: Path of Exile
Who: MJ Guthrie
When: 8:00 p.m. EDT on Tuesday, June 7th, 2016
I see something coming in the future… something that will be of interest to Path of Exile
fans. And it will arrive on June 3rd. It’s the big mid-expansion update! Called Path of Exile: Prophecy
, this big content release and beginning of the next challenge league launches in two weeks. As the name might suggest, Prophecy
has a fortune-telling theme to it, brought to life with new mechanics, new items, and a new NPC. I gazed into my powerful crystal ball, calling upon all of my future-reading abilities (read: sat down with Producer Chris Wilson
) to learn about what Wilson called a “mini-expansion” companion to Ascendancy
. See what your future holds in Prophecy
Classic Guild Wars turned 11 years old this week, and I’m sorry to say that by the time you read this, the in-game party will already have ended. But! YouTuber WoodenPotatoes did a modern unboxing video of the classic Guild Wars trilogy’s collector editions that should satisfy your nostalgia. Even if you’re not a Guild Wars fan, you still may find the flip-through of mid-2000s NCsoft catalogues a treat. Plus, you gotta see 12-year-old Colin Johanson talk on the Nightfall making-of video. Memories.
Live with TERA’s maintenance patch today is an contest-slash-event En Masse is calling Seek & Spell, so: Dictionaries at the ready!
For the next three weeks, TERA players will earn event boxes by tackling endbosses in dungeons and emerging victorious from battlegrounds. The boxes will be assigned a letter from the words “secrets,” “shadows,” and “enchanting”; combine lettered boxes to spell those words and you’ll pick up a prize.
“SECRETS—Completing this word produces a prize box containing either a Nightfall costume, a ninja-themed accessory, or other consumables.
SHADOWS—Completing this word produces a prize box containing either a Bloodshadow costume, a ninja-themed accessory, or other consumables.
ENCHANTING—Completing this word produces an Enchanting Event Box containing a tier 8 or tier 9 enchanting scroll, or other enchanting materials.”
Extra letters can be transformed into tickets that enter players into a drawing for real-world prizes, including statues and CE boxes of the game.
Aztecs. Chronomancers. Mounts. Halberds. Golems. Dual wielding.
These are all but a hint of what a fourth Guild Wars campaign could have been, a campaign that was under development in the mid-2000s but was scrapped by 2007. Replacing it was the expansion Guild Wars: Eye of the North and the workings of a super-secret sequel to the game (which you’ve probably never heard of). It was the forgotten campaign, swept under a rug while it was still under the rug.
But what if, in some alternative timeline, ArenaNet had gone ahead with this campaign? What if it had become an established part of the Guild Wars legacy, as familiar to us today as Nightfall and Factions?
What if Guild Wars Utopia had lived?
Class-based systems are one of those holdovers from tabletop RPGs that work surprisingly well in MMOs. I basically put up with class systems in exactly one tabletop game simply because Dungeons & Dragons is likely to abandon classes around the same time that the Earth crashes into the sun and Fifth Edition is pretty good, and the debate over whether MMOs work better with classes and levels or freeform character development systems will still be raging even then.
Even though I’m wholly on board with classes, a surprising number of games wind up trotting out the same basic groups time and again. Here’s the warrior with a two-hander and a big weapon, here’s the caster flinging fireballs, there’s the stealthy guy with paired weapons who stabs things. A lot of those can be really fun to play, too. But my affection always goes toward the odd, the unusual, the classes that you can’t find in many games. Like these classes, basically.
It has been quite a year for ArcheAge
. As you look back over the past 12 months, you certainly can’t say 2015 was uneventful; from content to controversies, something was always happening with this sandpark title. Not a month went by that didn’t have some good, some bad, or even both! It was always a roller coaster ride!
The year started with a new man helming the operation: Marv Lee Kwai became producer. In his January Producer’s Letter he stressed that the devs were listening to the community. He also outlined issues that were being addressed while laying out a plan for the rest of the calendar year, saying “a multitude of positive changes on the horizon.” One thing he promised was better communication, stating, “One of our top goals for the New Year is to be more transparent when we communicate with you. It is our intention to fix a lack of information or detail, starting now.”
How did that plan go? Let’s take stroll down memory lane and see.
Everyone always wants to know what’s coming next for their favorite game. As Lord of the Rings Online players are nearing the cusp of Mordor itself, it’s understandable that there are many questions that are out there concerning the game’s future.
Enter the 2016 producer’s letter, with the team discussing the “major initiatives” that are planned for the new year. On the deck for the game is the move to the new datacenter (which was delayed from 2015), a level cap increase to 105, more instances, a 12-player raid, and the start of a collection system.
When Destiny’s The Taken King comes out on September 15th, it’s going to be adding so many features and making so many changes that it might make the game feel brand-new.
In a livestream yesterday Bungie revealed a couple of dozen of features that will be making their way into the expansion. Existing characters will get a new overall level based on their best gear, and Destiny will switch over to a traditional XP-based leveling system with a cap of 40. You will want to be level 25 to get into The Taken King content, although those who buy the expansion will get an item to bump a character to that level.
Among the new toys that players will get to play with is an improved bounty system, additional ghosts, a collection feature, purchasable faction gear, field test weapons, more vault space, more dances, and the ability to wield swords. Swords in space! Truly, we live in glorious times.
When you construct your buildings out of pixels and polygons, you don’t necessarily have to worry about what’s physically possible and what isn’t, just what looks interesting and believable. I always check out the structures that developers come up with because there are always artistic architectural details that often go unnoticed.
Reader Zepheera saw something special in this Dungeons and Dragons Online view: “I’ve always loved the way the enchanted pylons float under the harbor inn. It’s subtle magic; there’s practicality, though it’s more for effect and might escape someone’s notice the first time. It makes me think if I could really be a wizard, I might go into city planning.”
Wizard city planners. That’d be awesome.
Guild Wars — the first Guild Wars — celebrates its 10th birthday this week alongside several of my characters who are equally old. I originally picked up Guild Wars as a diversion from World of Warcraft, and at the time, I liked everything about it but actually playing it. Pre-Searing felt like home; it was pastoral and lovely with a haunting score. But back in 2005, the game past the Searing was difficult to traverse in a small party, let alone solo, and the deeper into the game I got, the less I liked it. In fact, I didn’t Ascend in 2005. I gave up on the grueling PUGs right around the time I got to the Crystal Desert.
But I went back, and went back again, and eventually I fell in love. That’s just the first of Guild Wars’ many lessons. Here are 10 things I learned from Guild Wars — in honor of its 10 years of fun.