Bless will be down to two Korean servers after its next round of merges

    
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Back in February, Bless underwent a merge of its servers — sorry, a “server integration” — over in Korea. According to Steparu, June will bring yet another round of merges, leaving just two servers total, down from more than 10.

Aeria Games announced last month that it will publish Bless here in the west; alpha is planned for “soon” and the server plan for US and Europe hasn’t been finalized.

Source: Steparu. Thanks, Ninja Cat!
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GeekySharp
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GeekySharp

Leilonii Line with more hugs GeekySharp Funny thing is, they delayed release last year ‘indefinitely’ for a month or so while they ‘fixed’ the game. Having now played it, I’m at a loss as to what they fixed…

Leilonii
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Leilonii

Line with more hugs GeekySharp Well movement while casting is a debatable issue. When you look at games like GW2 and Wildstar, it creates weightless, skating on ice combat where skill choice and movement both have less of an impact. Take a game like Vindictus, TERA, or Black Desert and they all feel movement heavy but make good usage of animation locking. Some skills are locked but move your character in a particular direction, and some root you in place. 

But no class is completely rooted, there’s a mix of skill types. So even say a Sorceror in TERA feels highly mobile despite having more rooted skills, because they have a few that aren’t and they have a lot of backsteps, dodges, teleports, and CC to make up for it, along with the ability to fast cast a lot of skills, reducing that rooted cast time by quite a bit. So it can be done well, but it has to be done carefully and in conjunction with a lot of other combat design choices. 

That’s something that Western companies aren’t as good at and I hope they try to improve by learning and analyzing what Korean companies do in terms of combat. But Bless’s combat is just shockingly bad. I don’t think they know what they’re doing or want to do.

Armsbend
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Armsbend

Line with more hugs because Korean companies have never been in the innovation business.  In any field not just games.  They make things other companies find success in efficiently.  That has been their bag for 6 decades or so.

Leilonii
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Leilonii

Line with more hugs Korean companies try a ton of different styles of games. They’re always fairly creative and willing to be more innovative than Western companies. They just always do something dumb like heavy RNG based grind, or introducing new completely OP forever classes, or other dumb things that kill their games.

enamelizer
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enamelizer

I prefer the term “server evolution”.

Line with more hugs
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Line with more hugs

GeekySharp
When I tried the Lalafell clone, it reminded me of the original FFXIV with the flying airship… that was not pleasant.
The gameplay really isn’t that good for melee classes, but it’s mostly the ranged ones that are straight up horrendous. Not being able to move while casting your basic fireball as a mage is anachronistic at best.

And not only did they had the time to modify that, they actually took the time to do it! But they still have the exact same themeparks issues, the same boring PvP, and the combat… didn’t see much change.
The severs closing down again is not a big surprise…

ProfessionalNoob
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ProfessionalNoob

GeekySharp It also has the Open World PVP and the last time I saw any video of it was of a bajillion players zerging a boss, dying, ghosting back to fight, dying again, repeat until dead, and i think the player got some crafting mats from the fight. 

Worst Skinner Box evar.

Line with more hugs
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Line with more hugs

It’s kinda sad. But the game was already a ghost town during the beta…
Still hope that it can live in the West. A PvE server would probably do wonders, plenty of players that would like it just for the mount system (it’s a prettier Riders of Icarus after all).

I’ll never understand why the big Korean companies never tried anything else than linear themeparks with a PvP endgame featuring plenty of PvE grind.
Well, maybe Nexon with MapleStory 2 and its weird projects like Ghost in the Shell I guess…

Lethality
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Lethality

The reality is that only a small portion of buyers play the games they buy through to completion. This goes for single player games too… except there it doesn’t matter if 30% of your players are left, and it shouldn’t matter here either.

Merging servers simply adjusts for the normal player populations and in the case of an MMO, assures the density of players is correct for the game and world design.

GeekySharp
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GeekySharp

I’d been following this game on and off for quite some time when I read there were issues with the combat. I didn’t fully believe what I was reading so I tried for myself and I’m so glad I did.

The combat in this game is absolutely abysmal. They’ve got for a tab target/action combat hybrid, and as someone who plays action combat, I can say they’ve failed utterly. There’s a target ‘lock’ that jumps from mob to mob of its own accord. Even disabling it made no different, the ‘target’ (a traditional tab-based circle lock) jumps wherever it pleases and it makes action combat almost impossible to enjoy.

Add to this that while the world looks pretty sweet, the player character animations themselves feel slow and clunky, and it’s definitely a game I won’t be investing time or energy in when it comes out here.

I strongly suggest that anyone with an interest in this game tries the Korean version for themselves first – it could save you a world of pain in the long run.