The latest Secret World Legends dev stream dished out another serving of information as closed beta continues through the fourth phase. Along with showing off UI changes and combat with the blade, the team offered a number of other tidbits related to City of the Sun God, levels, dungeons, and more.
The UI had many adjustments, including simplifying player nameplates by removing faction, rank, and such (they are a part of the inspect system now). Folks who don’t like the obtrusive reticle will be happy to know that it can be changed to a dot as well as be moved to an over-the-shoulder view. More customization is in the works, including an option to make it disappear completely. First-person view has likewise been added.
Funcom also demonstrated combat using the blade with its specialization, spirit blade. On a related topic, players will also unlock a special capstone ability upon unlocking all weapon abilities; this capstone will increase in level for each additional weapon capstone that is unlocked.
A couple of years ago, my husband was taking one of those online tests to determine color blindness and pulled me over to read the bubbles on his screen. I rattled them off, and he stared at me, asking me whether I was pranking him — because he couldn’t read them at all. Many shades of red and green pretty much look the same to him. He’s colorblind, we’d realized, and suddenly a lot of the problems he’d had with colormatching and video game interfaces all these years made sense to us.
He’s also an active EVE Online player, so I’ll be excited to show him this news piece when it’s done: EVE Online is adding color blindness accessibility options at last, bringing relief to what we can reasonably estimate is around 8% of the game’s playerbase.
“Some games that offer color blind modes simply replace all color on the screen using the selected color blind hue mapping, but as it seems people don’t really care too much for that approach since it makes the game world look weird for no good reason as it’s only color used for indication of state that causes problems,” CCP writes. “Instead, we only apply the color-blind hue mapping to UI highlight colors, meaning that it’s mostly icons and text that get affected and not background color, the 3d scene, or graphical images like items. There are a couple UI areas where color blind mode does not work for the time being (most noticeably the scanning 3d scene), but it is our hope we’ll get all those areas covered in the future.”
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.
Whenever I hear about or get into a new MMO, one of the very first things I’ll be asking is if the game has a cosmetic outfit system and how involved it is. Wardrobes used to be a rarity in the genre, although as time went on these systems thankfully became more prevalent.
So yes, I’m a grown adult man and I’m totally into playing dollies with my video game characters. C’mon, it’s a pretty fun thing to do. You get to stand out from the clones around you and express your own personality through fashion that costs you, if not nothing, then far less than you’d buy at the mall.
But not every cosmetic system is created alike. When I was thinking about the best systems found in MMORPGs, I realized that many of them had drawbacks and advantages that differentiated them from other games. So what makes for the “perfect” MMO cosmetic system? I have a few ideas. Several ideas. OK, 10 ideas.
It’s patch week for Wargaming’s
seafaring World of Warships
MMO as the studio lets the Bismarck Campaign
out of drydock. From today until June 7th, characters with service records 8 and up can “take part in the most iconic North Atlantic naval operation and decorate your ships with special camouflage that changes the exterior visual look of the ship, including its textures and geometry.”
The campaign is based on the historic chase of May 1941, with seven missions containing eight tasks each. Take part in operation Rheinübung, avenge the destruction of British battlecruiser HMS Hood, and take ships of different classes into battle against German raiders, attack enemies with torpedo bombers and more!”
The update further includes a new collections feature, updated user interface, new ship skins, updated ship exterior graphics, new signal flags, and two new ships: French tier VI cruiser De Grasse and American tier VIII destroyer Kidd.
Parlez-vous français? Du sprichst Deutsch? If so, a place is being made for you in Revelation Online
The fantasy MMO announced today that French and German localization is on its way for Q3 2017. Up to this point, Revelation Online has only featured an English version, but it looks as though the team wants to break down language barriers and possibly expand the game’s audience.
“Our QA & Localization teams have already begun testing FR & DE clients via closed servers, giving them a polish and focusing on all the finishing touches required for a quality experience,” the studio posted. “We would also like to give you a small insight of what localization is and how it works. While translating the in-game text is a large localization effort, the project affects many areas of the game that all need to align, this can include: altering art assets, expanding the UI, programing, among other things.”
With the Seattle base a go, Camelot Unchained is pushing forward. City State’s Tyler Rockwell says the team has been hard at work on terrain optimization, zone transitions, portals, particle performance, crafting recipes, environment assets, and UI tweaks. Crafters, this one should leap out at you in particular:
“Crafting: Mark completed his first pass on his ‘First 30 days of Beta 1’ document and handed it off to some members of the team for commenting. This is the document that he spoke about two weeks ago. Once it goes through the rounds here, it will be passed on to our Backers, so they know what to expect for the opening of Beta 1 and a little bit beyond.”
Meanwhile, Mark Jacobs returns to helm a Q&A for the weekly round up — and don’t forget to check out the latest art uploads!
Thanks to pledges through its website, Dual Universe recently crossed the €650,000 line and hit another stretch goal. Now the game will include combat constructs, such as turrets and shields. Now the stretch goal that’s on deck is a bounty system if €725,000 can be reached.
The team posted its April development update this week, saying that the game now has all of the pieces to allow players to take off from one planet and travel to and land on another. The video also showed off an ice planet made of voxels, the basics of crafting, element 3-D models, and the building helper UI.
Check it out after the break!
Are you tired of Crowfall’s string of teasers leading up to a big announcement on May 16th, or does every word and screenshot add more coal to your hype train?
Well hope it’s more the latter, because we’re only in the middle of a whole week dedicated to teasing this reveal. Today, the team posted a trio of new concept art pieces, including two characters and a part of the equipment UI. Discussion is heating up on Reddit over the reveals, theorizing that it might either be the full reveal of disciplines or some race-bending class.
ArtCraft did offer one solid bit of news, which is that the studio is getting ready to expand its testing of Eternal Kingdoms (player housing zones) with the ability for owners to toggle PvP on and off in those regions. Additionally, the studio is giving all testers a copy of this year’s medium keep to try (but not retain come launch).
Back when I mentioned that I was learning to like Black Desert a while back, I got this tweet from the game’s official account. That was awesome. I liked it immensely. And while I don’t think I ever actually learned to love you guys (sorry!), I definitely do have a degree of appreciation. It just never crossed over into actual love. (Not least because my heart is already sworn to another game. You all know it.)
I’ve kind of struggled to summarize my feelings about Black Desert in my mind. The trouble isn’t that they’re negative feelings; it’s just that, much like my feelings on The Elder Scrolls Online’s battlegrounds, it’s easy to take them as negative when that isn’t how they’re meant. I certainly didn’t dislike the game, and it’s definitely not bad; I kept feeling like I was brushing up against the same territory as I did with the aforementioned ESO. But where I walked away from that game thinking “this is a lot better than I remember, even if it’s still kind of tedious in places,” I’m walking away from Black Desert feeling as if the game keeps giving me tools to solve problems I don’t have.
Sidekicking and mentoring were among the best and most-used features in City of Heroes, but will one of its spiritual successors take a cue from these systems? On Valiance Online’s forums, the team is asking for fan feedback about a hypothetical system that would allow players of different levels to enjoy the game together. Maybe it’s nothing, but there’s a chance this could be a hint that the Valiance team is working on its own system behind the scenes.
Speaking of the project’s progress, the team posted its weekly development roadmap, now with a new column specifically for the task of tracking the game’s movement toward a private alpha. According to the chart, both systems and content for the alpha are complete, while coding, art, and QA are still in the works.
“The latest Unity update has made major changes to the handling of the user interface,” the team reported. “Instead of waiting on Unity to release an update to support old setups, we’re recording the affected parts in game.”
Other than for providing an atmospheric backdrop to night questing, starry skyboxes in MMOs don’t really mean or do much. This is not the case for Shroud of the Avatar, however, as astrology apparently does impact the game’s systems in some way.
In this past weekend’s newsletter, the team talks about how it’s updating the night sky and the devices used to observe it in-game: “When changes were made to the original moondial to account for us getting much closer to our actual in-game sky and all its celestial bodies…this time, with our system incorporating not only the correct moon order, but also the ideology and actual timing of the attacks of the Cabalists and their unholy minions, the moondials themselves (which Richard [Garriott] always wanted to be functionally-accurate tools of celestial observation) needed to change once again to reflect our most recent updates.”
The newsletter recapped the many changes that went into last week’s Update 41, showed a new and improved store interface, and shared more progress on the Oracle and beginning Outskirts zones.
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 we have stories and videos from Conan Exiles, Osiris, Final Fantasy XI, Ultima Online, Tree of Savior, Lineage II, Warface, Games of Glory, Elsword, Splatoon, Skyforge, all waiting for you after the break!