I was a bit disappointed to see that last week’s poll for Secret World Legends
went to the Illuminati. I played the Illuminati my first time through, you see, and while I quite like the Illuminati, it does rather give me a dearth of new experiences, yes? But then, the point was that this was all supposed to be new experiences, so I shrugged it off. We’re back to the organization that treats secret lore like corporate data points, spectacular.
That may sound a bit dismissive, but it’s not really meant to be. And hey, this will provide a useful point of comparison when contrasted against my original experiences. So I start up, click through the character creator, and find myself thinking that it used to be a fair bit more flexible. Maybe not leaps and bounds, but at least somewhat, right? There used to be more options for hair color and facial features, yes? Or am I deluding myself?
Then I log in, and it’s the same damn game as it used to be.
Emerging from a rough stretch of server issues, Wild Terra has apologized to its testers and offered to make it up to them with some good old-fashioned bribes.
“We experienced great problems with the stability of the servers in last three days,” the team said. “In compensation all players entering the game before the end of the week will receive a premium scroll for three days which you are free to use at your discretion.”
Some of the fixes for these issues were incorporated into the fantasy sandbox’s newest patch. This update also added tutorial quests for new players, the revolution that is simple daily quests, and a redesign of several user interface windows.
Wild Terra is currently 15% off at $12.74, in case you want to get into the Steam early access program.
Cutesy voxel sandbox Trove
has just pushed out its long-awaited club update to PC, Xbox One, and PS4, and yep, it’s free for all players, with new adventures for guilds, a brand-new East Asian-themed biome called Forbidden Spires, the new tutorial, new building frameworks, plasma fishing, and new blinking LED blocks.
“Clubs can now level up! Clubs gain experience through participation in the new Adventure system,” Trion explained last month. “As a club’s level increases, slots are unlocked to support new types of structures called fixtures. These fixtures provide stats, boosts, and bonuses, some that have never been seen before in Trove. […] At the release of the update, we’ll include 18 different fixtures, each of which can be upgraded twice, creating a ton of different combos. It’ll be up to your club’s leadership to decide which fixtures are placed down at a given time and in what order they are upgraded!”
Massively OP’s MJ Guthrie chatted with Trion last week all about the expansion and how it’s breathing new life into these massive guild worlds, so get caught up on the details there, and then stay tuned for this afternoon at 3:30 p.m. EDT, when we’ll stream the expansion ourselves and take a tour of player creations. In the meantime, the brand-new trailer is below!
When we first heard rumors about a Harry Potter version of Pokemon Go, I said I could barely imagine what the game might be like before listing several other IPs that would translate better as AR games. It’s not that I don’t like the Harry Potter series (I do) or Niantic (someone’s got to push the envelope). My issue is that I can’t see how their respective styles could combine to create something great.
So I’ve gone back to some of my pre-POGO notes about Ingress and what would need to change before it went live and, well, Niantic clearly thinks differently than I do because this game is very much happening. I thought it might be useful to consider Niantic’s past and how it may affect its upcoming game Harry Potter: Wizards Unite. Let’s dig in.
Do you long to get your Eldar on in Eternal Crusade? We’re unsure of exactly how the Eldar get themselves on, but we assume that’s one of the topics covered in the Eldar campaign from the game’s most recent patch. The Autarch Eldar Hero will be introduced after the campaign along with other associated rewards, so by all means, get your Eldar on. Better yet, make your Eldar happen to other people.
The game has also introduced Challenge, so we can only assume that “get your Eldar on” is one of said challenges; the system is all about repeatable goals rewarding you with requisition points. There are also combat balance updates, improved tutorial points to help new players acclimate to the game, and all of the various bugfixes you would expect. Check out the full set of notes for details on all of the changes that have come to the game.
Whether or not you have forgotten that Boundless (formerly Oort Online) even existed, this voxel-based building MMO has been steadily churning out updates in its early access program. In fact, Boundless just came out with Update 181 with no signs that its team is willing (or able!) to slow down. Well, actually Update 181 is all about signs, but you know what we mean.
The sandbox recently “re-re-balanced” its XP and progression systems and still features regular wipes and resets due to testing needs. Other updates over the past few months revolved around chisels, beacon permissions, initial support for multiple characters, creature threat, the tutorial, build progression, and about a billion other things.
This Minecraft-inspired title might be worth a closer look at this point, especially as it’s sporting many positive reviews on Steam. We’ve put up a couple of guide videos to help you familiarize yourself with Boundless after the jump.
Closed beta MMOARPG Dauntless is rolling out what Phoenix Labs is calling its first major content update, dubbed Forge Your Legend and bejeweled with “a range of player feedback from the first months of Closed Beta.” Of note, the character customization in the game has received a meaty overhaul, with new hairstyles and makeup, a new barber NPC, and a free appearance reset. (Beards and face paint are still on the way.) Newbies will find themselves treated to a “new introductory player experience” and tutorial island, while all early backers can also jump into the new Dark Harvest events and check out the new armor and weapon art that has finally displaced all the placeholders.
What’s still on the horizon?
“In December, the next major Closed Beta expansion will reimagine the Dauntless story and progression, providing players with more exciting hunting options and activities. Slayers will also be able to master a brand new weapon class and expanded combat abilities, while customizing their weapons and armor in a new gear progression system. Two new Behemoths will also begin stalking the Shattered Isles, providing players with new challenges to overcome.”
Though EVE Online
has a reputation as a cut-throat PvP sandbox where anything goes, the fuel that fires its conflict engine has always been PvE. Players collectively pump over 100 trillion ISK into the EVE
economy each month by hunting NPCs all across the game, and at the same time they mine around 40 trillion ISK’s worth of ore for ship and module production. Over 90% of NPC bounties predictably come from people farming in the player-owned nullsec regions where some of the largest PvE rewards can be found, but data released earlier this year showed that 7.2% of bounties actually come from high-security space
It’s unsurprising, then, that CCP chose high-security space as the test-bed for an entirely new casual PvE format with the release of Resource Wars in the recent Lifeblood expansion. The expansion also saw the return of the Crimson Harvest event and the release of a new tool named The Agency that helps players find nearby PvE content. I’ve been getting stuck into all three of these this week and seeing how it all ties together, and I’m now more convinced than ever that we could be heading for a full-scale PvE revolution.
In this edition of EVE Evolved, I discuss Resource Wars as a new model for PvE and consider how The Agency could be expanded to help promote casual pick-up PvE groups in EVE.
has just announced a “massive” free expansion for its cutesy voxel sandbox Trove
, launching on PC, Xbox One, and PS4, all on November 14th. If you were wondering what ever happened to that club (guild) update teased at PAX
, this is it.
“Clubs can now level up! Clubs gain experience through participation in the new Adventure system,” explains Senior Producer Ricky “Din Othar” White. “As a club’s level increases, slots are unlocked to support new types of structures called fixtures. These fixtures provide stats, boosts, and bonuses, some that have never been seen before in Trove. […] At the release of the update, we’ll include 18 different fixtures, each of which can be upgraded twice, creating a ton of different combos. It’ll be up to your club’s leadership to decide which fixtures are placed down at a given time and in what order they are upgraded!”
Clubs will also be able to dish out quests called adventures “ranging from simple, like fishing up an old boot, to challenging, like defeating a Shadow Titan.” We’re going to tentatively assume that you don’t need to panic if you’re not in a club and don’t want to be, as it’s somewhat standard in Trove for many clubs, especially those run by streamers, to open their bases to the public.
The latest update to LawBreakers is coming out on October 19th, and it uses the phrase “All-Star” a bit too often for anyone who has been on the internet over the past few years. But it also has a brand-new linear tutorial for players fresh to the game, so you can jump in and get a better idea of how to actually play the game. That is definitely a good thing for bolstering the game’s playerbase, but even if you’re one of the game’s existing ten fans, you’ll have reasons to enjoy the next update.
The patch brings in the ranked competitive Boss League, albeit in a “season zero” setting to test the system in actual play. There’s also a new Blitzball-themed map, a new variant on the Redfalls map, and lots of new customization items for players to unlock as rewards. Spectator mode has gotten better, cross-region queueing is enabled… you can watch a video showing off all of the new features just below, so don’t shy away if the game still has your interest.
If your experience with EVE Online
‘s PvE is of grinding through waves of predictable NPC pirates firing space pea shooters at you, get ready for that to change. CCP Games
has been working on advanced AI
for the past few years with the aim of turning those mindless drones we fight in PvE into intelligent actors similar to players. The first stage of this was shown off with the roaming Drifter battleships and later with the Blood Raider Shipyard and NPC mining operations that will form up counter-defense fleets and try to drive you out of the star system.
The next step in this plan is landing with the Lifeblood expansion on October 24th with Pirate Forward Operating Bases (or FOBs for short) and a new Resource Wars PvE system. We learned more about these new features this weekend at EVE Vegas 2017, and they’re beginning to sound pretty epic. Read on for a breakdown of both features and details of how the Blood Raider and Guristas pirate factions may soon be actively hunting you down.
Even an old dog can find itself a fresh young pup in the right circumstances. Battleground Europe, originally known as World War II Online, finally made the jump to Steam last week as one of the newest full-scale MMOFPS games on the platform. This, despite the title being over a decade and a half old at this point.
It looks as though the title has reverted back to the original World War II Online title for the Steam launch. As of September 22nd, the game saw an increase of 45,000 players sign up for new accounts, which is no doubt sorely needed for this aging MMO. The small indie team is using this momentum as an opportunity to push out more improvements, such as newer art models and a streamlined tutorial.
“Population levels remain substantially higher than we have seen in years, routinely around the clock,” the team posted. “We’re very happy to report this progress and these production items coming (more not listed here) are intended to help bolster that success even further.”
I do a lot of leveling in Final Fantasy XIV
. This is, in part, because I am stupid; for several dumb reasons I have my main character and six alts, which is not seven only because Balmung is currently locked. (As soon as that changes? Seven.) I also have a spreadsheet tracking my progress across every character that currently has me finishing up – as in, bringing a single job for each alt and every class for my main – in early November. So I spend a lot of time thinking about leveling. And I think the game is better than it’s ever been in Stormblood
, in leveling as well as other departments.
Of course, there are people who aren’t as happy about it, for understandable reasons. There are dead spaces for every job in the current leveling setup, levels where you get either nothing or no impactful additions. (A trait boosting your primary stat is definitely important, but it doesn’t really change what you’re doing.) It’s even prompted some people complaining about how late certain jobs get their core mechanics and how the level sync works.
So let’s talk about all of this. And more to the point, let’s start by explaining why a lot of the staggering of abilities amounts to, in fact, a good thing.