More than 237 million quests have been completed, nearly 353 million clubs have been entered, and about 119.9 million pinata parties have gotten cracking. There are also 161 million or so lifetime played hours across all players, which comes out to nearly 185 centuries of total playtime. So congratulations on all of your big numbers, Trove. People really like you, and it counts.
Good news for OrbusVR: It might not be doing great numbers for “not a VR game,” but it’s doing very well for a game that does require a VR headset. The game has 8,000 total players and has around 350 concurrent players at its peak, which is very good for a VR only title (and, let’s face it, better than some non-VR titles). It’s even topping the lists of Steam’s VR games, which is quite good news.
This comes along with the game’s patch 3.5, which adds lore books to the world (little in-game books to learn more about the setting) along with fixes to voice chat and bandit status. The first big content patch is still scheduled for January 29th, so if you’re one of the people helping push the game to the top of the charts, you’ll have more to do in just a few short weeks.
This has changed somewhat in Stormblood. At this point, melding is a simple game, but it’s more complex than it gets credit for, while also perhaps being a bit simpler than it needs to be. Or perhaps it’s just as complex as it needs to be. It’s a multi-faceted issue, in other words, and one that deserves more nods than it gets.
The most recent stat update also goes into making individual healer skills more effective, so healing feels less like a matter of spamming and more like an act of balance. Controllers have also had their power regeneration numbers buffed, so that will help that role produce a bit more of an impact. If you can’t wait to try this out for yourself, the good news is that it’s going live with game update 73 within the next few weeks as developers fine-tune the change. So it won’t be tomorrow, but it will be soon. (Whether or not it will hit in time for our current Choose My Adventure run is another matter altogether.)
The matter of stat weights and best-in-slot gear has already been attracting ferocious debate in various parts of the community, and you know the debate has gotten to a fever pitch when Yoshida actually addresses one of the stupider new customs in a live letter. (That would be tanks wearing 270 STR accessories, for the record.) So I think it’s well past the point to talk about the issue of tank damage, tank scaling, and numbers in general. They may not carry the allure of story sequences, but they’re still important.
Let’s just put this right out there: You definitely are going to want to join a guild in Revelation Online unless you genuinely enjoy having fewer stats than everyone else in the game.
This is thanks to Revelation’s character cultivation system. Essentially, it allows guilds to build up a spot in their base so that all members can train up bonus skill points. Both guilds and individual players will need to pay into the system for those rewards using (among other things) fruit. Plumblossom Fruit to be exact.
And just in case you were wondering if you could join a guild, get the extra stats, and then take off with them… you can’t: “The caveat being that it is guild-centric passive, thus leaving a guild will disable the ability until you re-join a guild that has character cultivate unlocked. Until that point, you will retain your cultivation progress, but not be able to enjoy its effects outside of a guild, or within a guild that does not have the passive unlocked for its members.”
Revelation Online soft launched this week as a free-to-play title. Curious about it but too lazy to install? MOP’s MJ will be streaming it at 8:00 p.m.!
The most recent stat revamp has also targeted the Light, Rage, and Nature powersets, all of which have had balance tweaks without any huge function overhauls. Despite this, the developers are aware that several powers will undergo functional shifts and need a new set of mods once the stat revamp goes live, and players are assured that a system is already being put in place to address this. What that system is remains unknown, but it will exist.
Play-from-tray as a playstyle means focusing almost entirely upon powers, specializing on doing most of your damage with powers while minimizing any weapon use. The weapon playstyle, naturally, is the inverse; almost all of your points go into maximizing weapon damage and your powers are secondary at best. The goal is to ensure that damage-oriented players can be dealing just as much damage using a powers-only approach, a weapons-only approach, or the usual hybrid build. Check out the latest dispatch for more details on how everything is being balanced.
Most ability cooldowns have also been reduced, while controllers in general have received more attention to offer crowd control that lasts longer and is harder to break. The result should be that controllers are more active and effective in battle, players can use powers more, and the necessary but not super-engaging power regeneration loop is no longer mandatory. Players can test out these changes on the test server and offer feedback about whether the changes are for the best or not.
For all of its major system overhauls, Paladins appears to be doing something right. A new video on stats from the game’s open beta notes that there are over five million players from 230 different countries enjoying the game, even though the game is still technically in open beta testing. There are plenty of other fun stats about the testing, collected below in video format rather than the usual infographic.
If you’re one of the five million players or just an onlooking well-wisher, you may want to keep your eyes on the Paladins Invitational Tournament starting in a little under a month. Players will compete for a prize of $150,000 starting on January 5th, with all of the competition getting streamed on Twitch as eight teams face off to become the best invited players in the world. And if you’re not into the competitive scene but just like playing… well, with five million people, you’ll probably be able to find a match or two.
Players who log on to World of Warcraft’s 7.1.5 test realm will no doubt have already noticed that secondary stats just aren’t what they used to be. The same amount of haste has you attacking slower, the same amount of mastery makes you less masterful, and so on. What gives? A new post on the official forums explains exactly why this is, and it all comes down to the problem that item level hasn’t been a clear enough indicator of what piece of gear is stronger than other gear.
According to the official post, if a player is passing up a 15+ item level upgrade just because of secondary stats, those stats are tuned to be too powerful. Thus, the goal is to make secondary stats provide less increase per rating point while also tuning up how much of the stats appear on items per level, so a big item level upgrade should always mean that you’re getting enough of the (random) secondary stats to make the upgrade worthwhile. In other words, you have one stat you should really be upgrading all the time, and that’s item level. (Of course, this could also be addressed by making secondaries not totally random and allowing players to adjust them… but let’s not go there.)
How many players does The Elder Scrolls Online have? We don’t know — ZeniMax is coy about that. But we do have a better idea of the scale thanks to numbers Bethesda recently released to Polygon as part of its One Tamriel mainstream media blitz. The highlights:
- ZeniMax confirmed that the ESO playerbase dipped in between the April 2014 launch and the hybrid B2P transition last year.
- Concurrency following the removal of the mandatory sub with Tamriel Unlimited in the spring of 2015 “tripled.”
- The console launch was so big — and Bethsoft’s predictions about the playerbase were so low — that “all service completely melted down.”
- Following the console launch, Bethsoft says, ESO was “approaching over 500,000 people simultaneously on the system” — that’s 235,000 playing concurrently and over 200,000 in queues.
- The playerbase is almost evenly spread among the PC/Mac, Xbox One, and PS4 platforms, about 30% apiece “give or take.”
Combat rating differential? Gone; combat rating will still exist, but simply as a measure of your overall power level. Advanced mechanics and weapon mastery bonuses? Also gone; these mechanics could be abused to bring DPS players to the point of doing such insane damage that everything had to be balanced around disproportionate damage outputs. Midrange? Gone entirely as part of the previous removal, since it mostly derived its power from advanced mechanics. Check out the full rundown to see what’s changing, or just listen to the walkthrough in the video below.