Next week, players can start entering the raid that closes out the first storyline ever explored in the World of Warcraft universe. The raid on Antorus, the Burning Throne, is a strike against the heart of the Burning Legion, a chance to fight the forces of Sargeras that have been assaulting Azeroth ever since the first Warcraft. So it seems only right that there will be a couple of familiar faces within the raid, as pointed out within the new raid preview. This is the big drag-out battle, and it’s going to be a big one.
While you wait for a little while longer for the fight to start, of course, you can enjoy a few quick hotfixes that address set bonus issues for every class and spec and make sure anniversary world bosses offer you more artifact power instead of gold. There’s also a minor fix to the Siege of Orgrimmar raid, useful for those farming old appearances. Hey, not everything needs to be the next world-ending conflict, right?
It may feel as if Path of Exile
just came out with its The Fall of Oriath
expansion, but that was last August. The time is quickly approaching for the next one! If releasing expansions were an Olympic event, Grinding Gear Games
would win the gold medal every time. This studio delivers loads of new content like clockwork.
Now, I could sit here and heap praise all day, but I know you want to learn about all about expansion number… some big number. Lucky for you, I sat down with Producer Chris Wilson and got a tour of the goodies coming our way. So what is this next expansion and its accompanying new league about? It’s a sequel to Atlas of Worlds!
In September 2016, players were introduced to the world atlas, filled with end-game maps to complete on the way to fight the ultimate boss, The Shaper. On December 8th, this Atlas will be redesigned with significantly more maps and a second ultimate boss that is vying for control in War for the Atlas. And the new Abyss Challenge League starts up as well. Learn more about it all and watch the official trailer below!
Are you ready to play the most anticipated MMORPG from 2004? It turns out that, yes, many of you are. The frenzy over World of Warcraft Classic is probably nowhere near its zenith yet, as the announcement of the server has sparked enormous amounts of conversation among the community.
While we most likely have a while to go before Blizzard’s time travel machine is complete, it is not too soon to start thinking about the logistics and reality that a legacy server will entail. The existing emulator community and a look at the past development and operation of vanilla World of Warcraft can give us an idea of what WoW Classic will be like, although Blizzard’s vision may differ in format, business model, and features.
What will it be like to jump back to the first year or two of World of Warcraft and play that version of the game? It’s going to be a drastic shock to veteran and new players alike, especially those who might have forgotten how MMOs used to operate back in the day. Here are 10 things to expect when you log in to Classic for the first time.
I am particularly fond of the number 13. And I am particularly fond of EverQuest II. So it is a happy convergence of favorites as EQII celebrates its 13th year this week. That’s thirteen years of adventures from Antonica to Zek. Will 13 be a lucky number for this MMORPG? I sure hope so! Norrath could use a little luck going forward after this past year. It’s not that things have been especially tumultuous (do you remember the heartaches and fears from 2015?); in fact, they have been a bit quiet. Too quiet.
The past 12 months have worried me more for the future of my beloved game than even the restructuring to Daybreak did. Will EQII make it through the next year? Maybe we’ll have a stroke of luck and the game will blossom again in 2018. Luckily, I still have some hope left that it will make it through, and I know I am not alone in wanting those adventures to continue quite a while longer.
All hope is not lost because despite the worrying parts, the year wasn’t all bad. There were still bright spots and positive things. As is customary this time of year, I take some time to reflect back on all that has transpired since the last anniversary retrospective. Join me for a look back to see how the game has grown and how it has changed. Then hop in and enjoy the Heroes’ Festival anniversary celebration before it disappears next week!
Whether you play it now or not, chances are that your paths have crossed with World of Warcraft in the past. This is true of pretty much every MMO blogger I know, and as such, all of them have emerged over the weekend to offer their thoughts on BlizzCon’s classic server and Battle for Azeroth announcements. So what do they have to say?
On World of Warcraft Classic:
“Meanwhile, a lot of what Blizz said about WoW Classic was set in the future tense. It sounds like they had a small group do some research and found a viable path forward. Everything else, however, seemed to couched in ‘we will,’ ‘we’re going to,’ and ‘we want to.'” (The Ancient Gaming Noob)
One of the few features Path of Exile
has traditionally lacked is an “easy” trading feature like an auction house, and that was by design
: Grinding Gear Games feared bot farming, lowered drop rates, and high gear disparities between players, to say nothing of the lesson taught by Diablo III’s
original launch. But players always find a way around the design, and as in many auctionless MMOs, players resorted to forum sales and whole websites devoted to facilitating the buying and selling of in-game gear.
“That’s where we are today,” GGG writes this week. “It’s easy to list items for trade, easy to search for items, and is often quite frustrating to complete a trade. This remaining frustration is the only thing standing in the way of trades being basically instant. While we understand that this sounds like a positive thing, we are very concerned regarding what will happen if that does eventuate. We have to prioritise the long-term health of Path of Exile.”
Consequently, the studio has now created its own version of the trade sites already run by players, though of course GGG’s is safer. It isn’t a full-fledged auction hall, however.
Though EVE Online
has a reputation as a cut-throat PvP sandbox where anything goes, the fuel that fires its conflict engine has always been PvE. Players collectively pump over 100 trillion ISK into the EVE
economy each month by hunting NPCs all across the game, and at the same time they mine around 40 trillion ISK’s worth of ore for ship and module production. Over 90% of NPC bounties predictably come from people farming in the player-owned nullsec regions where some of the largest PvE rewards can be found, but data released earlier this year showed that 7.2% of bounties actually come from high-security space
It’s unsurprising, then, that CCP chose high-security space as the test-bed for an entirely new casual PvE format with the release of Resource Wars in the recent Lifeblood expansion. The expansion also saw the return of the Crimson Harvest event and the release of a new tool named The Agency that helps players find nearby PvE content. I’ve been getting stuck into all three of these this week and seeing how it all ties together, and I’m now more convinced than ever that we could be heading for a full-scale PvE revolution.
In this edition of EVE Evolved, I discuss Resource Wars as a new model for PvE and consider how The Agency could be expanded to help promote casual pick-up PvE groups in EVE.
Many of you will immediately turn to the free-to-play model of Star Wars: The Old Republic
and reject my even thinking
about the cash shop working the way it should, so let me allay your fears: I am not going to talk about the hybrid, F2P-trash model that SWTOR
employs, the one that earned SWTOR
our (and our readers’) worst business model of 2016
“award.” I am simply going to talk about the Cartel Market itself and the changes that BioWare
has made to make it more player-centric – and how, if this trend continues, we could see more positive changes to this particular storefront.
If you haven’t heard, in the recent Update 5.5, BioWare changed not only the look of the Cartel Market but also its functionality and the number of items in it. On the Bad Feeling Podcast, Community Manager Eric Musco said that with some of the new functions, like the ability to search for specific items versus scrolling through menus, has allowed BioWare to add more direct-sell items to the market and also bring back some items that people enjoy.
I’m not an advocate of everything that BioWare has added or is doing with the Cartel Market, but I believe that great strides have been made in the right direction. Let me explain what I mean.
There are no medical exams to pass when you start a new character in the next patch of The Black Death. You get to start off right away as a plague doctor near what appears to be the epicenter of the plague ravaging the area, and there’s even a set of quests introducing the many skills available to you. Once you’ve gotten through those quests – or just struck off on your own if you’re experienced with the game – the new profession system should allow you to mix-and-match your choice of skills to create whatever sort of profession you like.
The new system has eight professions with a grand total of 117 skills to unlock, and players can mix and match as desired. If you want to become the best plague doctor around, you can; if you want to split off and focus on farming, you can. And if you want to build a profession that’s a bizarre hybrid of farmer, hunter, and plague doctor? That’s totally all right as well. Our own MJ will be streaming the game after the patch drops on Thursday, so if you want to see it all in action, keep your eyes peeled.
If I had to pick out one thing that EVE Online
does exceptionally well, apart from the political betrayals and thefts
that regularly grace the gaming headlines, it would be the ability to build a real home that you’d want to protect. This year we’ve seen players erect thousands of citadels and engineering complexes all over New Eden, from the colossal 300 billion ISK Keepstars
owned by the largest military alliances to tiny Astrahus citadels and Raitaru factory stations owned by one-man corporations. The stage is set for the next wave of Upwell structures with refineries and moon mining gameplay hitting on October 24th in the Lifeblood expansion.
While adoption rates of the new structures have been immense, not everything about them has gone over well with players. The game is becoming littered with cheap and often abandoned structures mostly because they’re difficult to destroy and there’s no incentive to do so. The battles that occur when players do fight over structures have also become stagnant thanks to the emergence of a few clearly optimum strategies. So while developers prepare to launch into the future with Upwell refineries and beyond, they took a pause at EVE Vegas 2017 to peer back at the past year and committed to some big improvements to structure warfare. … And this time they might have goddamn nailed it.
Read on for a full breakdown of the new details of EVE‘s upcoming moon mining feature and a look at the future of structure warfare with the Upwell Firmware Upgrade 2.0 update.
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!
Maybe you’ll discover a new game in this space — or be reminded of an old favorite! This week we have stories and videos from Hellion, Hand of the Gods, Wakfu, Hyper Universe, Dark Age of Camelot, Black Desert, Dragon Project, Stardew Valley, and EVE Online, all waiting for you after the break!
Conan Exiles’ latest community update is a great example of why excessive community updates might not really be necessary. The team spends a ton of words basically saying, “We’re working on it,” catching everyone up on the state of the game, food spoiling, item repair, Xbox One stability, and Funcom’s focus on the PC/Xbox One parity patch.
More interestingly, the studio’s internal teams are working on expanding the thrall system, optimization, the building system, sickle harvesting (the first work on the in-design farming system), the new dungeon, the combat system, missing art, and PS4 dev.
“Most of the tech team are still focused on Xbox One, working on crash fixes and stabilization of the PC/Xbox parity patch,” the studio says. “We’ve also begun looking into how we can take advantage of the Xbox One X. This doesn’t mean we’re ignoring the issues with PC, as there’s still work to be done there. On the PS4 side of things, Coconut Lizard have reported that they can now reach character creation on the PlayStation 4 version of the game. That’s not bad for two weeks’ worth of work.”
I’ve had my hands on Guild Wars 2
‘s second expansion for a week and some change now and have built up a more solid picture of Path of Fire
in that time. I have to say that I’m still just as impressed as I was when I wrote my first launch diary entry: I’ve completed the main story at this point (though I’m getting ready to rerun it again to bank achievements I missed on the first run-through), and aside from my launch weekend issues and some niggly mechanics along the way, I’ve been blown away by the quality offered in terms of story content, mount mechanics, and the new elite specialisations.
In this edition of Flameseeker Chronicles, I’ll continue my launch coverage by discussing some more in-depth points that I’ve noted now that I’ve had a full week of play time (although it’s been over a week, the EU connection issues largely killed the first few days for me), and I’ll also look at some not-too-surprising but still greatly appreciated benefits the expansion has had on Central Tyria and Heart of Thorns zones. Please note that there will be some spoilers below, both through images used and inferences to story encounters, even though I’ll make an effort to avoid them for main story arcs.