Keep an eye on your inboxes today if you’re hoping to get into Rend’s alpha test: Frostkeep announced this week that it’s added two new servers and “thousands” of new testers today. The downside? The existing four servers will be wiped, so all testers are effectively starting over.
In addition to the character redesign and talent rebalance features in progress, Frostkeep says it’s also targeting “sweeping changes to the game’s harvesting and crafting logistics and overall game cycle timing” plus updates to the Yggdrasil biome, taming, metaprogression system, “increasing early to mid-game competitiveness to reduce the snowball effect of one faction getting ahead. The overall goal is to make a cycle of Rend last longer and play like less of a frantic race to the finish line.” You’re not going to be able to port a truckton of mats across the map like it’s nothing anymore, either.
MMORPG sandbox Fractured has five days to secure another 16K to make its $116K Kickstarter goal – and it just broke the $100K barrier as I’m typing this sentence. Dynamight Studios has a big housing and town update out today that ought to give players a reason to push it over the edge.
“In Fractured, having a base of operation is something really desirable for all players,” says the studio. “As with all our features, we don’t want to exclude any part of our userbase from enjoying the game, and that’s why we’re giving everyone plenty of options on how to live their social life. In the system we’re building, lone wolves can claim their own lot of land outside of a town, where they can build a home, basic crafting stations, cultivations and livestock. More social players can instead band together and start a settlement, or join an existing one. The most ambitious players can become the elected leaders of a free town through politics, or autonomously rule one connected (and dedicated to) their guild.”
Sitting at about 80% funded with under a week to go, Fractured’s Kickstarter campaign may come down to the wire in the end. Even so, the studio has unveiled its stretch goals that include both backer and monetary-based benefits.
The first stretch goal, which will be achieved at $127,581, will take players off of the fantasy worlds and into… asteroids? Indeed, the dev team has plans for a procedurally-generated dungeon set inside asteroids that contains monsters, riddles, stealth challenges, and crafting materials.
“The biggest reward of the Labyrinth?” the team posted. “Unique tokens that can be exchanged for weapon skins, armor skins, mount skins, pet companions and other cosmetic rewards — or used to boost the next Labyrinth challenge!”
Other stretch goals for the campaign toss in a Lich transformation, a baby dragon hatchling pet, a free month of VIP access for all backers, more character creation options, fishing, and animal taming.
The latest edition of Crowfall’s regular Patch Notes from the Future is not looking very far into the future. It’s actually close to looking into the present because patch 5.7 is very close to deployment. And since there’s been some time with 5.7 in development, a lot of the patch notes had already been read off before the most recent show. But it is available in archive form (you can watch it just below) and it does contain new stuff because apparently patch 5.7 just keeps getting bigger.
For example, the crafting disciplines and associated stats are being rolled into the game with the patch. The systems to alter those stats are not being included, but the stats will be there as part of the game’s UI to explore. There are also elements like decay rate and mega deeds slipped into the workings of the patch, but why take our word for it? You can see the whole rundown in video format just below.
Chronicles of Elyria is starting to take all of the pieces that it has been crafting for its ambitious fantasy MMO and pull them together to make an actual game. The team announced that it is working hard on one of the most “critical releases” in Elyria’s development that is “all about breadth of functionality.”
“Release 0.4.0 is where we take the prototypes we’ve been working on over the last couple of years and begin integrating them into the code-base so that we have the game-play features of Alpha 1 (in some minimally viable way) all in one place,” the studio said. “By the time we exit 0.4.0, we will have iterated, in one way or another, on every major feature of Alpha 1.”
These features include refining the character skill system, improving crafting professions, iterating the combat system, building up the world and its biomes, and a new six-week event for this summer that will dictate some of the pre-history for the launch game.
Digital Extremes has officially launched Survived By into closed beta today, accompanied by a hefty patch including a new 10-man raid, hardmode dungeons, UI buffs, and a graphics upgrade. The game was originally announced last August just ahead of PAX West; it’s basically a mash-up of an MMO and a retro bullet-hell style game. In fact, at the time DE was calling it a true MMORPG with up to 100 players per fight, plus permadeath and crafting and dungeons. The permadeath, by the way, is the type whereby your next toon is the character whom you’re “survived by” and who gets some of the benefits of your dead one’s experience. Oh, and the whole thing is free-to-play.
“To kick off the development milestone, Survived By will begin letting in more players who sign up for accounts on the game’s website, and will launch its first major event, dubbed Prophecies of Sin, for a limited time starting today July 18 and ending on July 25. Atop a giant ziggurat, players must summon a devastating new boss and coordinate their efforts to save the world. Only the most brazen will emerge victorious and earn never-before-seen exclusive event skins, gear and unique titles. Gather your friends now for a night of retro-style bullet hell bonding and madness as you protect the world from the Prophecies of Sin!”
Every once in a while here at Massively OP we like to highlight a game that might have flown under pretty much everyone’s radar despite being out for some time. Today that title is Haven and Hearth, a survival crafting MMO that’s been around for at least five years.
Inspired by Slavic and Germanic mythis, Haven and Hearth places a huge focus on an explorable, exploitable, and mutable game world. While it may look simple (the MMO was written in Java and developed by two “Swedish university dropouts”), there’s a charm with the graphics and a very deep crafting system at play.
“As players progress, they will be able to acquire new skills and abilities, allowing them to perform a variety of tasks — such as the claiming of land, the construction of buildings and the cultivation of crops — each step forward making the basic task of survival somewhat easier,” the team explained. “Having progressed far enough, players will, in time, be able to organize themselves into societies, from simple tribes and villages, progressing through republics, nation states and, ultimately, empires.”
Want to know more about crafting and building in Fractured as the game has passed its 75% funding mark? Good news, you’ll have a chance to find out more about it live today as part of the game’s newest livestream. The stream starts at 4:00 p.m. EDT on the game’s streaming channel, so you can check it out, ask questions live, and do all of the things you normally enjoy doing through livestreams.
Assuming that what you normally enjoy doing isn’t disgusting. Please don’t be gross in stream chat.
There’s no scheduled run time, but you can imagine it’ll probably be about an hour of answering questions and leading into details about player-run towns. If that’s not what you care about, this likely won’t have a lot of interest for you… but for everyone else it should be plenty of fun information about making things.
Now that the next World of Warcraft expansion is almost upon us, it’s time to say farewell to Legion and all that that entails. MMO blog Leo’s Life took some time for a retrospective that examines the highs, lows, and patch rollout over the past two years.
“Aside from the penalties to alts, I think Legion delivered an amazing package,” he said. “The timing of content release was good, the content was relatively bug-free, the lore was solid, the flows inside each zone worked… it was all rather seamless.”
We’ve got plenty of additional MMO essays for you after the break, covering topics such as player housing, grouping, events, ageless MMO thrills, and more!
Perfect World has a new game up its sleeve: It’s called Remnant: From the Ashes, and it’s being built by Gunfire Games. It’s not exactly an MMO, but it’s at least multiplayer; PWE characterizes it as a “survival-action shooter featuring dynamic worlds, intense combat and strategic co-op” that “transports players to a bleak future where Earth has been overrun by extradimensional beings.”
“Remnant: From the Ashes is a third-person survival-action game set in a post-apocalyptic world overrun by mythical creatures. Players build characters to suit their individual playstyle and survive the perils of diverse and deadly environments, alone or alongside a team of up to three other players. The game offers unique, customizable gameplay experience filled with intense shooting, melee combat, gear and weapon crafting, character progression, deadly enemies, epic bosses and dynamically-generated levels that offer an infinite number of ways to explore.”
Launch is planned for 2019 and PC, PS4, and Xbox One.
It’s a big day for indie MMORPG Legends of Aria, as its second closed beta official kicks off with a server wipe and a juicy patch. CB2, as we’ve previously covered, revamps the game’s art, adds detail to the cities, adds a diurnal cycle, backer rewards, new encounters, better shops, a more realistic map, new tameables, saddle storage, new music, secure house trading, crafting orders, the dungeon revamp, and better fast travel.
“It feels like a different game, and we need to gather as much feedback as we can to get things just right for Open Beta and the Early Access launch,” Citadel Studios’ Derek Brinkmann opines in his letter to testers today, and that is where you come in: The Aria team wants you to test and has ponied up a bundle of trial keys to get the MOP readers in and playing. Click the Mo button below (and prove you’re not a robot) to grab one of these keys!
The latest community Q&A video from Crowfall is actually not that at all. It’s supposed to be that, of course, that’s what it claims to be on the tin (or in the video header), but the upcoming test patch 5.7 is the real topic of discussion for this video, and that has overtaken any actual list of questions. And with good cause; there are lots of little things in the patch that seem simple, like having multiple zones in the same world, which have actually been huge technical headaches that take a lot of development work to make functional.
Fortunately (or unfortunately, depending on your views), zoning isn’t the only challenging thing going on in the patch. After all, there are other mechanics like crafting changes, new monsters, and of course the infection by the Hunger. You can find out about it in the video just below; just don’t expect to get much in the way of questions answered. Shifting zones works, that’s reason enough to be happy, right?
Yesterday, Crowfall studio ArtCraft announced it was spinning off a brand-new company dubbed ArtCraft Technologies that would basically turn Crowfall’s engine into a marketable product for other studios, “providing game developers with turnkey technology solutions for creating large-scale Massively Multiplayer Online games.” We had opportunity to chat with ArtCraft Creative Director J Todd Coleman about the move and what it means for the studio and genre. Read on!
Massively OP: So to start, we’re curious about the “why” behind the new studio. Is ArtCraft thinking of this venture as an extra revenue stream for the company? Or is it trying to encourage more MMORPGs – or maybe both?
J. Todd Coleman: This wasn’t originally part of our plan. In the last 12 months, we’ve had a few different studios contact us to see if we would consider licensing our technology. The more we looked into it, the more it made sense. The additional revenue stream is great, obviously, but that has to be balanced against the potential distraction. We wouldn’t have done this if we didn’t see it as a great strategic move for the company, and a chance to leverage what we’ve built into something much bigger.