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Fortnite talks game modifications while players design forts and resell skins, all while crushing PUBG

There’s a lot of stuff swirling around the Fortnite community of late, starting with adjustments to the game’s Blitz mode to reduce how many resources you gain at once. It made farming materials a little too trivial, and so you’ll have to deal with slightly fewer resources. It’s an attempt to modify player behaviors with mechanics, which is also why the game removed friendly fire options; forcing players to play together was an effort to combat toxicity instead of rewarding nastiness for the heck of it.

Off of the official side, players of the game are reselling special Twitch Prime skins via eBay, which involves some shady (read: patently disallowed) account sharing antics. On the less shady side, a dedicated player has put together a fort designer to help players on a time budget come up with good fortifications to deploy in-game for the Battle Royale mode, so you don’t need to become paralyzed with choice before someone snipes you from halfway across the map.

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Conan Exiles talks currencies, map rooms, and the armor rebalance

If you missed last week’s Conan Exiles stream, you actually missed some good stuff. The big news centers on the economic system en route for the game. Funcom explains that players will be able to find and trade – and even forge – different types of coinage and currencies, as well as trade with NPC merchants and thrall-traders, chiefly in the Unnamed City, which is due for quite the overhaul with new NPCs. Fast travel will also be possible via craftable map rooms.

Players should also expect changes to armor and the dodging system: Don’t expect to be dodging around like mad if you’re wearing the heaviest armor in the game, but heavy armor will be much better at protecting you. Perks and attributes are further up for changes so everyone’s not walking around with max health and armor.

“There will be attempts toward balance, but we’re never gonna be perfect,” Funcom’s Joel Bylos quips.

Also live this week are Conan Exiles’ new forums on the Funcom site; the company has been rolling out the new boards for all of its games over the past few months.

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Reign of Guilds moves toward alpha testing, talks about the game’s creation

With 15 developers now on staff and progression toward an alpha build, Reign of Guilds is slowly but surely taking shape as a hardcore medieval MMORPG sim.

The team said that it has packed up its public prototype and will be restricting the upcoming alpha to “ROG Club” participants who have supported the game. “ROG club membership is not a reward or present — this is our appeal to the active players to participate in test, share feedback, discuss classified information and so on,” the studio said.

In the first episode of the game’s developer diary, the team discusses how it is creating Reign of Guilds’ code, visual effects, animations, models, and locations. You can watch the full rundown after the jump.

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Guild Wars 2: The first forum chat covers boss difficulty, instance chaining, and season rewards

ArenaNet is trying something new for Guild Wars 2 this season: In addition to its episodic AMAs on Reddit, it’s opened up a temporary Q&A forum on the new content. It’s certainly a lot easier to read and find replies! Most of the topics since yesterday revolve around lore, and as I’m trying to avoid spoilers myself, I won’t subject you to them, but there are some more general ones that aren’t just AMA repeats that I can draw your attention to.

  • Players didn’t make much headway with ArenaNet in the ongoing complaints about the difficulty of the solo story bosses.
  • Planning for this episode began in November of 2016, to give you an idea of how long these things percolate.
  • The studio agrees some of the instance chaining in this episode goes on for too long. (It was done for story purposes.)
  • Will the personal story ever be developed again? “It’s something we consider often,” Jessica Price says, but it’s probably not happening, given the number of races, personalities, and backgrounds would need to be taken into account (1800 combos before personal story choices).

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EVE Online, Star Trek Online, and Elite Dangerous players memorialize physicist Stephen Hawking

Multiple MMORPG communities are celebrating the life of internationally renowned cosmologist Stephen Hawking, who passed away earlier this week.

In EVE Online, players came together yesterday to “spend a little ozone for one of the brightest minds humanity has ever had” by gathering in the same spot, setting aside personal grievances and ongoing wars, and literally lighting up the game in tribute. Reddit is filled with screenshots of the occasion, but here’s the one CCP retweeted:

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Another writer allegedly leaves BioWare – what on earth is going on with Anthem?

Surfacing at the tail end of last week was the news that multiple former BioWare devs who’d all contributed heavily to Star Wars The Old Republic at one point or another in their careers were moving on to a new studio called FogBank to work on unnamed narrative-centric games. The Fogbank roster includes Daniel Erickson and Alexander Freed, both of whom left BioWare and SWTOR years ago. But it also includes renowned storyteller Drew Karpyshyn, who’d returned to BioWare specifically to work on Anthem, which certainly cast some doubt on the state of that game, which has been delayed at least once (though EA denies it).

On Saturday, Anthem studio boss Casey Hudson address growing player concern on Twitter, suggesting rather ambiguously that Karpyshyn had simply finished his work on the game and was moving on as part of the natural course of development. “Story will always be an important part of every BioWare game,” he wrote. “Drew has wrapped up his work on the project, but Anthem’s Lead Writers and their teams continue to do amazing work developing the world, story, and characters.”

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Guild Chat Special Edition: Interviewing Guild Wars 2 guild POOF

Welcome along to Guild Chat, the column through which we examine all things guild-related and solve problems faced by fellow members of the Massively Overpowered community. This edition is rather different, however: I had the opportunity to interview the key players in a Guild Wars 2 guild named POOF that featured in ArenaNet’s Friend/Ships campaign, which you may have read a little bit about in Flameseeker Chronicles. Friendships have been at the forefront of ArenaNet‘s minds for the last month or so and POOF’s guild story is one that was featured within the campaign (the video is below for those who haven’t seen it). I asked them about how they organise their guild, what makes POOF so special, and how they support their members, and I’m delighted to share their insights with you in a special edition of Guild Chat.

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Guild Wars 1 programmer answers fan questions, affirms the game’s continued existence

Do you have any burning questions about Guild Wars? No, not Guild Wars 2 — the original, the one that has long fallen out of the public eye? ArenaNet Studio Tech Director Stephen Clarke-Willson, who goes by SCW on the forums, posted an open AMA on Reddit for those still curious about the old game.

And before you ask, no, the studio isn’t going to be making any content changes to this maintenance mode title. “It’s hard work just to get the art tools up and running, so making content changes are pretty unlikely,” he told one player. There are also no plans for an HD version.

He does go into a lot of the details of the server structure, the creation of the technology behind the game, and how ArenaNet streamlined the title to make it accessible and low cost.

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Paladins nukes P2W Cards Unbound, compensates players, and adds seriously crappy art

Once again, gamers prove that protests can work.

Here’s the deal: Paladins players have been grousing about the Cards Unbound system for months, alleging that the system basically turned in-game purchases made with gold into purchases made only with real cash – in other words, that Hi-Rez had gone way too far over into lockbox-centric pay-to-win territory. At one point, the Paladins subreddit was so fed up that players were “designing” really terrible MS Paint-esque fake cards in protest.

At the tail end of February – the same day IGN posted an article citing an anonymous source claiming that the Cards Unbound system was forced upon the dev team by greedy execs, the studio finally backed down.

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Zapoco exists for your browser-based zombie survival MMO needs

Do you dearly need a zombie survival game to play that’s also text-only, browser-based, and not something you’ve already heard of? You have a rather odd set of criteria, but apparently Zapoco is here to fulfill that need. And it’s officially in a release state, which means it has one up on certain other zombie titles that have spent ages shambling along in a test state. Not that we’re naming names, mostly because there is a long list of names.

The game is free-to-play, although players can donate money for various in-game perks, which has at least one commenter on the Reddit thread about the game claiming that the title is pay-to-win in the extreme. It also makes the claim that the game is a rather direct copy of another text-based zombie survival MMO, Torn City, which brings up all sorts of speculation about this genre being crowded enough for impersonators. If a zombie text-based survival MMO is your jam, though, you can check it out and decide for yourself.


Guild Wars 2 living season AMA covers maps, PvP, API, bugs, avocado smoothies, the Olmakhan, and more

With Guild Wars 2’s latest living story episode out of the gate, ArenaNet’s devs sat for another Reddit AMA. They don’t talk much future content, but there are some useful nuggets within. We’ve summed it all up below – just beware, there are spoilers for the episode here and there!

  • The map was apparently a “challenge” because the devs wanted to show off the big central structure from as many views as possible. “Unfortunately, this meant that we had to compromise later in development by going through and marking certain objects to cull at specific distances, so that FPS wouldn’t drop to extremely low levels on moderately powerful machines.”
  • They are working on the API support again.
  • “We’re not working on GvG as a full supported game mode. We are working on some various features to support groups who engage in large scale team fights, such as an eventual custom arena map that is designed for for larger groups. But I’d never call it a fully supported new game mode.”

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Ubisoft addresses Rainbow Six Siege toxicity, ESPN slams toxicity in Overwatch League

Ubisoft is sick of toxicity in its games, and to combat it, it’s whipping out the banhammer as a “first step” in getting the playerbase under control.

“Starting next week, we will be implementing an improvement on the system we have been using to ban players that use racial and homophobic slurs, or hate speech, in game,” the company told Rainbow Six Siege players on Reddit over the weekend. “The bans for this will fall within the following durations, depending on severity” – that’s everything from two days to a permanent ban. “Any language or content deemed illegal, dangerous, threatening, abusive, obscene, vulgar, defamatory, hateful, racist, sexist, ethically offensive or constituting harassment is forbidden.”

Moreover, toxicity-related bans will be broadcast via global message for all to see.

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Path of Exile gets big numbers for Bestiary league as it tweaks capturing beasts

What does Path of Exile need to do in order to attract players? It seems like adding in a monster-capturing gameplay league did wonders, as the day-one numbers for the new Beastiary league were record-setting for the game. Players were posting queue positions and discussing the queue to enter, but the queues in question appear to have been short by all player testimony. There were just a lot of people eager to get in and start playing.

Of course, the launch of all the new mechanics also prompted numerous adjustments and hotfixes, with a rather major change allowing a three-second capture window for beasts. The developers also ran a poll regarding whether or not the game should feature nets permitting the capture of dead beasts, with the current voting indicating that these nets should be added but at a higher rarity. So it seems like a lot of people have lots of ideas about the capturing and training of a brand-new array of potential pets.

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