game mechanics

Fortnite speeds up construction

Building is a big part of Fortnite, and Epic Games has revealed some construction improvements geared to speed things up in both Battle Royale and Save the World come v.3.0.0. The combination of turbo building (holding down primary fire continuously placing building pieces) and automatic material swapping when you deplete one resource will allow players to build on the run. As in, build a ramp as you run up it! The rules for building collision have also changed: Larger items like rocks, trees, and vehicles will no longer block structures. However, all structures will still need a connection to a floor or terrain.

The final change is speeding up switching between building pieces by removing the need for that command to travel through Epic’s servers. This change is only slated for Battle Royal currently, but devs plan to get it into Save the World as well.

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Crowfall delves deeper into crypts with its latest video Q&A

Are you still struggling to wrap your mind around the way that Crowfall’s new Crypt system is going to work as character selection? The team has been working overtime to explain the system, but you can get another explanation and demonstration with the latest community Q&A video just below. That includes a rundown of the system and the way that the Crypt system interacts with the various campaign world rules (short version: it’s another dial for campaign worlds, like everything else).

You can also get a glimpse of the lady centaur model, new environments, new cairns, and the usual array of questions taken direct from players. Fair warning, as always, the video below runs for more than an hour. If you’re looking for quick, punchy information, you might be disappointed. But if you’d like to see how Crypts work, this is your opportunity.

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World of Warcraft previews its upcoming Legacy loot mechanics

For all the good that World of Warcraft‘s level scaling has brought to the game, it has made farming for old appearances slightly more difficult. Now that the game’s dungeons are all synced to drop personal loot, it can be hard to farm things that you can unlock but wouldn’t drop under the game’s personal loot restrictions. Good news, then; when Battle for Azeroth rolls around, a new style of loot will be put into place for legacy loot in content that you outlevel by a significant margin.

Any dungeons or raids that you enter while at least 10 levels above the “designed” levels will activate Legacy loot; every boss will drop as many items as possible, and all loot can be freely traded between party members when things drop. Loot is split between players, however, so if a boss drops four things for a two-person party, both players will get two items. It should make for an easier time getting cosmetics and farming for them, so that’ll be a welcome change – especially with a whole new expansion’s worth of stuff to farm for transmog purposes.

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Closers unveils its first new character, Nata

It’s time for a new member of the team to take the field in Closers, and the first new addition to the game’s playable roster isn’t exactly happy to be here. Apparently Nata is part of a rogue group, the Wolfdogs, who were just drafted without a whole lot of thought given to “do you want to fight stuff or not.” But he’s also got a pair of spinning blades and the requisite energy eruptions in the midst of combat, so it would seem that he has at least found his vocation.

Players can also look forward to upcoming community events to vote on the next heroes getting added to the game, because why be satisfied with what you have when you could have even more? The next vote will be between Tina and Harpy for a new playable addition. If Nata already sounds like all you want or need, you can check out screenshots of him in action just below.

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Path of Exile shows off its new boss fight with Vilenta

With the next major patch (numbered 3.2, for reference) for Path of Exile, players are going to have other things to contend with in terms of content and a new challenge league (the Bestiary league, which is all sorts of monster-collecting mischief). Players are also going to have to contend with a new boss fight in act 10, however, pitting you against Vilenta. How’s that going to work out? Well, just check out the video below to see the fight in action.

It’s important to note that the preview video doesn’t exactly show tactics so much as the experience; we’re pretty sure that your health will actually dip at certain points during the actual boss fight. Still, though, it should serve as more than enough to get you excited about throwing down with a new boss. And if there’s more lore included about the boss as well, that just makes things better, yes?

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Dauntless previews the gameplay changes coming to islands

When you’re exploring islands in Dauntless, you are looking for fun. Part of that means looking for the game’s huge behemoths to fight, but part of it is also about finding the weird stuff off the beaten path, exploring more and learning more about the world. The next set of changes to the islands is about improving that experience, starting with destructible environments that allow behemoths to just clear through and smash the crap out of you regardless of any trees or hillocks in the way.

The changes aren’t limited to when you’re fighting, though. Players can find more points of interest scattered around islands, as well as new traversal options to give you more ways to get from place to place within that same island. There are also entirely new islands coming, if you feel like you’ve already seen the existing islands to the point where more make you want to scream. Check out the full rundown to see the upcoming changes, and strap on your exploration and hunting gear for when they arrive on the live game.

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Secret World Legends shows off its new Agent system in brief

If you’re eagerly awaiting new missions to run in Secret World Legends, you’re going to have to keep waiting a bit longer. But you do have new content coming with the addition of the Agent system, which allows you to fill the role of being a recruiter and questgiver for your chosen faction. There’s a preview video down below, and there are even more details of the system available thanks to the SWL RP fansite.

In short, players will be able to recruit specific individuals to serve as agents, with some agents available for Aurum as an optional purchase (all are supposedly available from in-game methods as well). You then buy gear for your agents, send them out on missions, and reap the benefits accordingly. Check out the video down below, or check out the rundown if you can’t wait to break up the idleness of shooting supernatural beasties by playing middle management.

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Wakfu targets the Huppermage for its next update

One of the hardest things to change in game design are elements that work but could be working better. The Huppermage in Wakfu serves as a prime example. It’s not that the Huppermage is useless or can’t be really good when played with skill; it’s just that the class has some issues with very rigid rune management, a lack of damage output at low levels, and small effects requiring lots of effort to set up. Hence why the team is rebalancing the class with the game’s next major patch, which you can test now.

Among the changes already open for testing are reworks of secondary elemental effects along with a more straightforward elemental mastery system, generating based on the last rune generated rather than all of the runes possessed at any given time. There’s also a smoother ratio of spell damage to cost. You can check out the full set of changes in the official patch notes, or you just download the test client and find out that way.

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Wisdom of Nym: Actual mechanical issues for jobs in Final Fantasy XIV, part one

There are a lot of people who are quick to complain about issues with their personal favorite jobs in Final Fantasy XIV. No matter what job you’re playing, there are people that will eagerly point out all of the screamingly wrong things with the job whilst completely ignoring how well the jobs actually do work together. When you can seriously clear stuff with anything, someone is doing something right, and that’s why a lot of the complaints come down to “well, I don’t like it, so it’s bad.”

However, that doesn’t mean that the game’s jobs are devoid of mechanical issues. They’re pretty well balanced at the moment (not perfectly, but acceptably so), but each job does have certain mechanical issues that are probably going to need to wait until the next expansion to really be properly fixed up. So, while that next expansion is probably a bit more than a year away now (June 2019, I’d imagine), let’s take a look at the actual mechanical issues facing all 15 jobs.

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EVE Online balances ships and adds the Monitor to its March patch

Even if you’re not familiar with how battles work in EVE Online you can probably still guess at what “headshotting” means for the game’s large-scale battles. Command ships offer major benefits for fleets working with them, and trying to take out that command ship can often end the fight right then and there. The next patch is adding a new sort of ship designed for combat to prevent headshots, the Monitor. It fits no weapons or drones and can only fit a few modules, but it’s incredibly durable for its size and features several options to elude pursuit. It’s not the only option for commanding a fleet, but it should serve as an excellent way to mix up strategies.

The various other balance changes should also mix things up by extending the lock range on tech 1 battlecruisers and giving attack battlecruisers more maneuvering ability with micro jump drives, along with several specific balance shifts for specific ships. Check out the full rundown to see if you’ll need a new strategy for the ship you’re flying when the March patch lands. Whether or not this will address the game’s current enormous bot problem is another story altogether.

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World of Warcraft is using new damage formulas in the Battle for Azeroth alpha

It’s going to be easy to ignore new formulas in World of Warcraft: Battle for Azeroth for a little while. After all, you’re dealing with a big across-the-board numbers squish along with a new expansion, so you’ll probably be focusing more on your individual abilities feeling like they do the right amount of damage per hit. But there’s been what appears to be a pretty major under-the-hood change in the game’s damage calculation. Whereas previously abilities that didn’t use your weapon didn’t care about weapon damage, it appears that everything in Battle for Azeroth uses weapon damage as an important component of its overall damage.

How does this affect you? From a moment-to-moment standpoint, it might not, but it does important work in addressing the disparity between classes like Warriors and classes like Monks. Most Monk abilities were not weapon strikes, so weapon damage didn’t actually affect their overall damage heavily and more attack power was the only real factor; by contrast, most Warrior abilities scaled with weapon damage all along. Going forward, if both classes scale based on weapon damage, it means that they’ll both need to assign roughly the same amount of weight to getting better weapons. It’s not something you’d notice unless you paid a lot of attention to damage formulas and specific gear importance, but it’s still an interesting change.

Source: Wowhead

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Allods Online outlines the upcoming Spark Talents system

Why should you stop advancing your character in Allods Online just because you’ve hit the level cap? The game’s next major update is going to let you keep advancing with the introduction of new Spark Talents. Your Spark Level is unlimited, increasing steadily as you earn more Spark Experience; each level requires an escalating amount of experience, but the rate of acquisition is also slowly improving over time.

So how do you get this experience? By doing stuff, naturally. Daily adventures, winning rated combat, completing daily quests, and several other repeatable activities earn you more experience. You can also assign rubies to talents as your level increases, unlocking bonuses to item acquisition, special toys, and of course various bonuses to stats and special abilities. Check out the full rundown if you can’t wait to level up your character, only even more now that you finished the first round of leveling.

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PlayerUnknown’s Battlegrounds has a roadmap for 2018 coming soon

So what’s actually going on for PlayerUnknown’s Battlegrounds? Most of the news we’ve heard about the game this year has been focused around jumping to more platforms or adding more anti-cheat measures, not actual balance tweaks or anything of the sort. The good news is that there does appear to be a plan, and players can rest assured that it’s going to be talked about very soon. Community manager Sammie Kang has promised players that it will be released jut as soon as the details are finalized.

Meanwhile, the game’s numbers on Steam have dropped for the first time since launch, which prompts all sorts of speculation about what might have caused the sudden drop. It could be the lack of development communication, or it could be the anti-cheat measures, or it could be the approach of the game in a localized version in China, or the mobile version of the game (also in China). It could even be coincidence. But we can all start trying to build a narrative about it now, just to occupy ourselves.

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