May 8th seems pretty far away to me, but I bet Funcom is feeling Conan Exiles’ impending launch is rushing up to meet it. In its most recent newsletter, the studio says its various teams are hard at work on memory leak repairs, UI fixes, the temperature system, new clothing and outfits, first-person perspective animations, engine optimizations, the monster revamp, and of course, the combat system.
“The old combat system was more like an MMORPG than an action game, where a creature would stand in front of you and attack. Under the new paradigm we plan to make creature attacks more varied, with better anticipation time and ‘tells’ so you’ll know what comes next. [… ] We have a vision of what Conan Exiles should be, which might differ from your vision of what Conan Exiles should be, and our job as a developer is to merge the two into a coherent whole. Game development is normally a closed process, but because we opted for Early Access we also had to make sure that the community had a voice. The new combat system is a direct consequence of this interaction that fits in with the Conan vision.”
I can spend hours with an outfit designer in an MMORPG. When APB
was a new thing, I literally spent whole game sessions in front of its customization terminals. And I am only slightly embarrassed at the hundreds of millions of credits that I’ve spent on Star Wars: The Old Republic
cosmetic armor. I knew it was only a matter of time before Elder Scrolls Online
created its version of an outfit designer to steal away my time and money.
When ESO introduced wardrobes and costumes years ago, I believed that we weren’t going to get anything more. However, Update 17 last week added a new layer of character customization. With the addition of the Outfit System, there isn’t really anything else players need to make their character look the way that they want.
ESO‘s designer takes elements from other outfit systems that work and create its own unique way of allowing players to piece together items. In fact, I would say that ESO‘s outfit design is close to perfect.
Practically every MMO on the market today has had to contend with botting and the range of issues that come with it, and EVE Online
has always been a favoured target for bots. EVE
‘s slow pace of gameplay and predictable PvE activities make it ideal for automation, and the nature of a persistent sandbox is that more time spent farming resources and currency will always be better. The issue seems to have escalated in recent months since the free-to-play upgrades expanded the range of ships and modules available to free users, and the community has been pushing CCP heavily for progress.
A team of bot-hunting players made the news last month when they took down eight ridiculously expensive supercarriers being controlled by bots, exposing just how big the scale of the problem is. The EVE security team responded with a ban wave hitting over 1,800 bot accounts in January and promises that they are “coming for the bots,” but one expert admitted in a recent interview that the war on bots may never be won. So just how difficult is it to tackle botting in EVE Online, and what could CCP do to improve things?
In this edition of EVE Evolved, I look at the difficulties in detecting and shutting down botters, how extensive botting may be in nullsec, and some things developers might have to do in order to solve the problem.
Do you have talent? Then Darkfall: Rise of Agon wants you to chip in and help out — for pay, of course. The team behind this indie PvP MMO announced the formation of its Agon’s Community Talent (ACT), an initiative to recruit talented artists that can help design resources for the dev-strapped game.
Players can submit their own decorations, weapons, and armor designs with the hopes of having them added to Rise of Agon’s cash shop. Those that do will be rewarded: “While getting new items and artwork you created added to the game you love sounds great and all, we want to also reward you for your hard work. Everyone who finds one of their entries added to the Nithron Coin Shop will officially join ACT, providing them not only with forum and in-game recognition but with financial reward as well.”
ACT will help with the game’s transition to a freemium model that should open the doors to more players giving it a try. In addition to this initiative, the team is hard at work on a market patch with a new auction house interface and a global wallet.
Funcom is forging ahead with its plans to launch Conan Exiles for real and for true on all the things come May 8th. And, as the latest dev blog explains, to make that date, the company’s probably going to cut some features from that launch build.
“In the past couple of months, we’ve had to make some serious decisions as to what will be in for launch,” says the studio. “We’ve been going through every aspect of the game (including things still in development) and we have evaluated everything based on a range of criteria. Some features or content simply ended up not being good enough, some things have ended up not making sense for the game, some things have been replaced with other features and content, while some things just turned out to be out of reach from a technical or development capacity standpoint.”
Star Wars: The Old Republic’s
had a couple of rocky months with the greater MMO community, following ominous rumors
reportedly from inside BioWare that EA was internally debating the MMORPG’s future. While not everyone
bought into the rumors, and the studio itself teased 2018 plans
, the recent refer-a-friend promo
didn’t exactly quell the growing concern that the game may be in trouble.
But maybe the roadmap will. As promised, BioWare posted the roadmap yesterday, and it’s happening as a living document in the forums from BioWare’s Keith Kanneg himself, as he says, to “not make it seem like [the devs] disappeared into the ether.” So here’s what we’re looking at for content in the short term. In March, expect GU 5.8: Command Authority; it features
- big (unspecified) changes to the cash shop based on feedback;
- the return of companions Ashara Zabros and Vector Hyllus;
- a romanceable Arcann companion;
- new companion gifts to boost influence levels to 50 (not something you can just buy outright, however);
- a fifth boss (with two modes) for the Gods from the Machine Operation (though not all bosses are getting that Master mode, note);
- and a major revamp to the Conquest system.
You can go ahead and order extra sparklers because you’re going to need ’em this July 4th. That’s the auspicious day that Camelot Unchained’s beta one will finally launch after three years of delay, City State Entertainment has now announced. The studio has further confirmed that the “feature lock” date for the crowdfunded RvR MMORPG will be June 12th – at that point, everything for the beta will be set, save bug-fixing. And yes, everything that has been promised for the beta will make it for that launch (that doesn’t mean everything going into launch will be in beta – expect more builds going forward over the expected year of this beta).
CSE’s Mark Jacobs spoke with us just a few weeks ago to announce that the company had taken on a large external investment to speed up development of the game; he’s done the same this time ’round to answer our questions about beta and what to expect between right now and the 4th of July when those beta gates open. Read on!
About a month back, I got a comment in this column with an absolutely spectacular question
. We’ve got two cosmetic systems that basically only concern two jobs in the game, Bards and Summoners. What could other jobs get for similar systems, stuff that’s going to be fun to play with but wouldn’t actually affect any sort of gameplay?
This question almost immediately struck me as marvelous, because one of the things I love about Final Fantasy XIV is its attention to detail with stuff like this. A music system can be added to the game that only works for Bards, because that’s a thing Bards do and you can just be a Bard if you want to. So why shouldn’t other jobs get similar toys?
It was also the first time that I’d really thought about egi glamours as being in the same category, and that category has somewhat suffered from a lack of updates lately. So let’s talk about these sorts of enhancements, more character options for out-of-combat customization.
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 Vendetta Online, Worlds Adrift, Monster Hunter World, Hellion, Rust, Skyforge, Blade and Soul, Portal Knights, Final Fantasy XI, Dreadnought, PUBG, Hyper Universe, Crossout, Black Desert, Dark and Light, H1Z1, Dauntless, Robocraft, Fortnite, War of Rights, Cosmos Invictus, Ultima Online, and Vendetta Online, all waiting for you after the break!
It comes with the territory of Old School RuneScape that players are more interested in the systems and content offerings than the visual pizazz. And while there are those that actually find the retro graphics charming, there is always room for improvements.
Jagex is putting out an update this week that adds many graphical enhancements that have been in the works for a while now. This also marks the start of the “Quality of Life Month” for the game’s development focus, with improvements to Mage Arena II, better user interface functionality, and a couple of dozen other suggestions from the playerbase that the studio put into practice.
And it’s neither here nor there, but did you know that Old School RuneScape is turning five years old on the 22nd? Pretty amazing that this experiment has thrived and lasted so long!
If the newer version of RuneScape is more your jam, then you’ll probably be very interested to hear the plans in the video below that the team has for February. Here’s a quick preview: rework, rework, rework!
The team behind Conan Exiles has been working hard over the past week, but a lot of that work has gone to the art team over the past week. Sure, it’s important that the vanguard team has been working on making sandstorms do damage to players while also fixing issues with NPC weapons, but the art team has been hard at work giving creatures more expressive telegraphs to work with the combat system.
And that isn’t all the art team is developing; creatures in the world need to feel more expressive in general, so they’re getting more idle animations and environmental interactions to boot. So you’ll see fewer critters just hanging out and more of them doing things that make sense for those animals.
There’s also work being done on the UI to make everything feel immersive, fun, and easy to understand at a glance. Check out the full newsletter to see all of the ways in which the team is working hard to make the game the best it can be.
With a year of alpha and closed beta testing behind it, Dauntless turns to 2018 with an eye toward grander things. Namely, open beta and release.
The team took a look at the future horizon of the multiplayer fantasy game’s development and tagged seven elements that it wants to improve in order to prepare for open beta. These elements are: user interface, evergame, island gameplay, slayer expression, combat, tutorials, and performance and scale. The “evergame” section is perhaps the most interesting, as the team desires to create compelling content and additional activities to keep players interested in the long run.
“You can expect more details, in-depth articles, developer interviews, and previews of what’s to come. The goal of open beta is in sight and we are excited to bring to life the game that we’ve been waiting for and that you’ve supported,” the team promised.
Everyone’s talking about RIFT’s new Prime server idea — and whether or not it will get us playing Trion Worlds’ fantasy MMO once again. Naturally, the blogosphere had a few thoughts about this.
Stargrace said that it was “highly unlikely” that she’d return for this: “While I am drawn into progression servers for EverQuest and EverQuest II due to a heavy nostalgia factor, I don’t get those same warm fuzzy feelings about RIFT.”
“If anything induces me to give RIFT Prime a try it will be the extent to which the experience doesn’t accurately replicate the original,” Bhagpuss said. And Endgame Variable takes a look at it from the perspective of a former player: “Do I want to pay a subscription to play old content in RIFT — a game I’ve already played to death — or pay a subscription to play new content in FFXIV or WoW?”