Sandboxes are a type of MMO that emphasize player freedom and expression. They frequently include mechanics for building, crafting, trading, character customization and development, roleplaying, destruction, and significant interaction with the world and other players. A sandbox that is dominated by an open-PvP or free-for-all ruleset is sometimes pejoratively called a gankbox. Contrast with the themepark.
Has enough time gone by to start erasing memories of Revival, that ambitious but troubled horror MMO that was canceled back in March 2016? While the project is dead, its developers have forged on — and one has made the jump to another indie MMORPG.
Chronicles of Elyria announced this past week that it picked up Adam Maxwell to become the game’s new lead designer. Previously, Maxwell worked on RIFT, Star Citizen, World of Tanks, and Revival (in addition to almost a dozen other titles). Hopefully this new berth will be a good fit for him and Soulbound Studios.
Maxwell says that it was an easy jump from Revival to Elyria: “Half my fun getting to know everyone here has been in asking questions like, ‘So how did you all handle…’ and then randomly picking a feature from Revival. Weather, NPC memory, narrative dynamics… every answer is different from Revival, but they always hit the same mechanical goal. I feel like the two projects are siblings separated at birth. It’s both awesome and eerie at the same time.”
One of the more interesting features of Wurm Online is the ability for players to ascend the mortal realm and become demigods in their own right who can dole out missions and influence the game world. The designers of the game feel that this ascension should come with a physical removal from the world itself, which is why demigods are going to be removed from Valrei to hang out in heaven from now on.
This is but one of a handful of significant announcements that the team dropped last Friday. Another concerns the transfer of characters from the Freedom shard to Epic. Players traveling this way can now retain their characters’ skills in a one-way deal. As of right now, it won’t work the same going back, so players are cautioned to think carefully before making the switch.
Other changes coming to Wurm Online affect the meditation, sleep, and highway rules systems. If you’ve never sampled this unique MMO sandbox, you can pick up a copy of Wurm Unlimited right now for only $1.
Looks like at least some of the rumors last week have proven true, as Daybreak is indeed removing the “King of the Kill” branding from H1Z1, meaning the battle royale half of the zombie survival sandbox is now getting the unified game’s original name free and clear.
You’ll recall that in 2016, Daybreak split H1Z1 into two separate games, H1Z1: King of the Kill and H1Z1: Just Survive; this past summer, the company dropped the “H1Z1” from Just Survive’s branding, cutting loose the survival sandbox half of the original split-apart game, and then it announced a pro league for H1Z1 just last week.
“Throughout development we’ve continued to define the vision for H1Z1, which is competitive at its core with fast-paced and action-packed combat,” Daybreak explains. “Over the past year, the game has grown by leaps and bounds in terms of both player base and development, so we thought it was time to evolve the game’s look to something that better represented the spirit of H1Z1 and the level of quality we aspire to. H1Z1 is also the name that our players connect with most, so it was just natural evolution for us to transition back. We’re also working to ensure that H1Z1 can be enjoyed by players around the world, and having the word ‘Kill’ in the name of the game can be limiting with some global audiences.”
“When there’s no more room in hell, the dead will walk Gielinor and there’s 200 million in-game gold pieces to be won by the player who can survive the longest.”
That might be hard to fit on a movie poster. Fortunately, it’s for an MMORPG instead.
Starting today, RuneScape is hosting a new 10-day challenge called Dimension of the Damned. In this “alternative game universe,” players will attempt to survive the onslaught of the walking dead by scavenging resources, creating shelters, and fighting back in one-hour sessions. All participants will get a survival outfit and the “RIP” axe.
The top 1,000 scoring players who haven’t had their brains consumed by October 28th can compete in a no-holds-barred battle royale to determine the ultimate champion of this event. There are a bevy of rewards for this finale, including all-expenses-paid trips to Jagex and a year of premium subscription for the top five winners.
You’ve probably heard by now that EVE Online
is giving its free-to-play alpha clone characters a massive boost in power in December about a month after the launch of the Lifeblood
expansion. The news has been spreading through the gaming media
since it was announced last week at EVE Vegas 2017
and the reception online has been generally positive. Some existing players are worried that the change might even be too
generous, with fears that veteran players may let their subscriptions lapse and play for free, or that the new skills might be abused to create an endless army of ganking alts.
There’s no doubt that the changes will help to close the power gap between subscribers and free players and will open up new avenues of gameplay. Free players will finally be able to fly tech 1 battlecruisers and even battleships, and cross-training for multiple races will unlock multi-faction ships such as the Sisters of EVE exploration ships. Alpha clone players will also finally be able to use tech 2 weapons and fly many of the ship setups flown in massive nullsec wars, though the way that the new skill limit is being implemented may actually benefit old and returning players more than new ones.
In this edition of EVE Evolved, I dig into the free-to-play changes, briefly examine the power gap between free and subscribed players, and look at who will benefit most from the change.
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 Project Gorgon, Star Trek Online, Bless, Skyforge, Wakfu, Roblox, War Thunder, Aion, Elite: Dangerous, New Dawn, Travian, Astroneer, and World of Warcraft, all waiting for you after the break!
Welcome back to our intermittent series on MMOs and other multiplayer games you you’ve never heard of! Let’s run down three of them.
First up is Immortal Thrones, a mobile MMO import from Chinese studio Zloong, which is calling the game a 3-D MMO set in a “richly detailed medieval fantasy world.” It’s just launched on both iOS and Android in North America and Europe. Expect four classes, multiple PvP options, and “a merged live-streaming and Location-based Service (LBS) system [that] enables players to find other competitors and engage with them in real time,” which the PR says “makes the game more interactive than the standard MMORPG.”
When it comes to unusual ways for Massively OP readers to get around in MMORPGs, there seems to be no shortage of bizarre methods for getting from Point A to Point B. So why not an ocean creature that is known more for hanging about than keeping a dedicated commuter schedule?
“I really loved the free seahorse mount World of Warcraft gave my character when I started adventuring through the Vashj’ir undersea zone,” Mysecretid said. “You can’t use the seahorse mount anywhere but Vashj’ir, but it sure looks nice. Even the ornate bit and bridle design impressed me.”
I have to wonder if, when mounted, your character is thinking, “You know, this is just too ridiculous, even for this game. I really should say something to management.”
It’s almost a full-time job to stay on top of all of the MMO and MOBA Halloween events popping up all over the place! Here’s another batch of deliciously frightful festivities that are going on right now in games all around you:
This past weekend was not the first time I have attended a developer’s convention, but Frontier Expo 2017 was one of only a very few times when I have been able to attend the first one of its kind. Last weekend, I got to witness the birth of Frontier Developments’ fan convention, held in London, UK. At 1500 attendees, it may have been a relatively small gathering compared to conventions like PAX or other more established cons, but it was still great. In fact, it offered fans a few firsts of their own! Besides your classic meeting-and-greeting, game announcements with reveals, and after parties (including live entertainment by Jim Guthrie, the musician who created the Planet Coaster music), folks got to try their hand at the studio’s really old games on their original equipment in the Frontier Developments museum.
Even more than that, attendees got to meet and listen to world-renowned experts in the fields of paleontology and astrobiology. Not because these would sell the game, but just because they are subjects of interest to fans. How many studios have offered that?
Now there were understandably a few bumps and learning experiences in this first endeavor, but in all, I say the inaugural FX2017 was a resounding success! It was easily the most chill convention experience I have ever had, and I look forward to next year’s show (and hanging out with the space loach more!). Let’s dig in!
If you’ve been eyeing Citadel: Forged With Fire but have held out so far in the hopes of a good deal, now might be the time to pounce. Through October 16th, the title is 30% off its normal price, reducing the sandbox’s cost to $17.49.
Sale aside, Citadel continues to patch up on a near-weekly basis. This week’s update features a reduction of the cost of marble and ornate building materials, which the team says is a reaction to community pushback over the high cost.
“While our goal with raising the building cost of marble and ornate was to increase the perceived value of the high-tier structures and slow the appearance of massive, server straining mega-structures, we realize now that we may have gone a bit overboard in our approach,” the team admitted.
One of the points of the polls and discussions for Guild Wars 2
the other week was that while I could focus on either map antics or storyline progression, I wouldn’t be doing just one or the other. Some of this is just practicality – if a story mission is bringing me close to a waypoint anyway, it would be silly for me to just shrug and not pick it up, and it’s kind of important that I use whatever means available to me to pick up more Hero points. But some of it was the fact that the game has, in many ways, an organic flow.
The game’s story doesn’t always bring you to the important places, but it usually at least strives to push players into spaces where they’re going to brush up against points of interest. (By which I mean “all the various map icons” rather than the game-specific definition of “point of interest.”) The intent, then, is not that you spend all of your time doing one thing or the other; you spend your time doing both, running through story instances and then hopping back out as it becomes relevant.
Remember in 2016 when Daybreak split H1Z1 into two separate games, H1Z1: King of the Kill and H1Z1: Just Survive?
Remember back in August when Daybreak dropped the “H1Z1” from Just Survive’s branding, cutting loose the survival sandbox half of the original split-apart game?
And remember earlier this week when Daybreak announced a pro league for H1Z1 – without using the words King of the Kill?
Put that all together and you may be figuring that King of the Kill is about to get its own rebrand. Indeed, while it hasn’t been officially announced or confirmed, it seems backed up by a video pulled of a new splash screen on King of the Kill’s test server, which shows just the term H1Z1 by itself. Redditors are further speculating the game will finally go free-to-play, which was SOE’s original plan, though that was chucked overboard pretty early on.
Hey, while we’re making crazy predictions, maybe we can predict that the game will finally launch. Because it still hasn’t. That was slated for a year ago, but it (and its console port) was indefinitely delayed.